Coverage Report

Created: 2023-03-27 02:34

/src/DLXEmu/external/imgui/imgui.cpp
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// dear imgui, v1.89.5 WIP
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// (main code and documentation)
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// Help:
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// - Read FAQ at http://dearimgui.org/faq
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// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
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// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
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// Read imgui.cpp for details, links and comments.
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// Resources:
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// - FAQ                   http://dearimgui.org/faq
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// - Homepage & latest     https://github.com/ocornut/imgui
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// - Releases & changelog  https://github.com/ocornut/imgui/releases
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// - Gallery               https://github.com/ocornut/imgui/issues/5886 (please post your screenshots/video there!)
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// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
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// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
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// - Issues & support      https://github.com/ocornut/imgui/issues
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// Getting Started?
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// - For first-time users having issues compiling/linking/running or issues loading fonts:
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//   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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// See LICENSE.txt for copyright and licensing details (standard MIT License).
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// This library is free but needs your support to sustain development and maintenance.
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// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com".
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// Individuals: you can support continued development via donations. See docs/README or web page.
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// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
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// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
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// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
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// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
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// to a better solution or official support for them.
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/*
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Index of this file:
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DOCUMENTATION
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- MISSION STATEMENT
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- CONTROLS GUIDE
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- PROGRAMMER GUIDE
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  - READ FIRST
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  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
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  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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- API BREAKING CHANGES (read me when you update!)
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- FREQUENTLY ASKED QUESTIONS (FAQ)
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  - Read all answers online: https://www.dearimgui.org/faq, or in docs/FAQ.md (with a Markdown viewer)
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CODE
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(search for "[SECTION]" in the code to find them)
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// [SECTION] INCLUDES
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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// [SECTION] ImGuiStorage
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// [SECTION] ImGuiTextFilter
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// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
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// [SECTION] ImGuiListClipper
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// [SECTION] STYLING
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// [SECTION] RENDER HELPERS
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// [SECTION] INITIALIZATION, SHUTDOWN
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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// [SECTION] INPUTS
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// [SECTION] ERROR CHECKING
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// [SECTION] LAYOUT
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// [SECTION] SCROLLING
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// [SECTION] TOOLTIPS
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// [SECTION] POPUPS
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// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
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// [SECTION] DRAG AND DROP
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// [SECTION] LOGGING/CAPTURING
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// [SECTION] SETTINGS
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// [SECTION] LOCALIZATION
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// [SECTION] VIEWPORTS, PLATFORM WINDOWS
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// [SECTION] DOCKING
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// [SECTION] PLATFORM DEPENDENT HELPERS
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// [SECTION] METRICS/DEBUGGER WINDOW
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// [SECTION] DEBUG LOG WINDOW
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// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
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*/
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//-----------------------------------------------------------------------------
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// DOCUMENTATION
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//-----------------------------------------------------------------------------
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/*
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 MISSION STATEMENT
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 =================
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 - Easy to use to create code-driven and data-driven tools.
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 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
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 - Easy to hack and improve.
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 - Minimize setup and maintenance.
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 - Minimize state storage on user side.
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 - Minimize state synchronization.
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 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
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 - Efficient runtime and memory consumption.
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 Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
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 - Doesn't look fancy, doesn't animate.
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 - Limited layout features, intricate layouts are typically crafted in code.
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 CONTROLS GUIDE
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 ==============
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 - MOUSE CONTROLS
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   - Mouse wheel:                   Scroll vertically.
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   - SHIFT+Mouse wheel:             Scroll horizontally.
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   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
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   - Click ^, Double-Click title:   Collapse window.
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   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
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   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
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   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
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 - TEXT EDITOR
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   - Hold SHIFT or Drag Mouse:      Select text.
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   - CTRL+Left/Right:               Word jump.
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   - CTRL+Shift+Left/Right:         Select words.
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   - CTRL+A or Double-Click:        Select All.
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   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
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   - CTRL+Z, CTRL+Y:                Undo, Redo.
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   - ESCAPE:                        Revert text to its original value.
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   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
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 - KEYBOARD CONTROLS
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   - Basic:
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     - Tab, SHIFT+Tab               Cycle through text editable fields.
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     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
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     - CTRL+Click                   Input text into a Slider or Drag widget.
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   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
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     - Tab, SHIFT+Tab:              Cycle through every items.
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     - Arrow keys                   Move through items using directional navigation. Tweak value.
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     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
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     - Enter                        Activate item (prefer text input when possible).
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     - Space                        Activate item (prefer tweaking with arrows when possible).
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     - Escape                       Deactivate item, leave child window, close popup.
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     - Page Up, Page Down           Previous page, next page.
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     - Home, End                    Scroll to top, scroll to bottom.
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     - Alt                          Toggle between scrolling layer and menu layer.
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     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
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   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
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     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
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     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
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     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
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 - GAMEPAD CONTROLS
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   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
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   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
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   - Download controller mapping PNG/PSD at http://dearimgui.org/controls_sheets
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   - Backend support: backend needs to:
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      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
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      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
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        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
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      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
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   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
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     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
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 - REMOTE INPUTS SHARING & MOUSE EMULATION
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   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
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   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
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     in order to share your PC mouse/keyboard.
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   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
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   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
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     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
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     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
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     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
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     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
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     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
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     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
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 PROGRAMMER GUIDE
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 ================
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 READ FIRST
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 ----------
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 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
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 - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or
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   destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.
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 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
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 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
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 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
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   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
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 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
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   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
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   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
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 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
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 - This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
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 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
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   If you get an assert, read the messages and comments around the assert.
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 - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.
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 - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
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   See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
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   However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
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 - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
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 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
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 ----------------------------------------------
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 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
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 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
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 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
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 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
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   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
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   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
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   likely be a comment about it. Please report any issue to the GitHub page!
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 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
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 - Try to keep your copy of Dear ImGui reasonably up to date.
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 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
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 ---------------------------------------------------------------
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 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
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 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
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 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
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   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
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 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
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 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
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 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
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   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
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   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
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 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
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 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
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 HOW A SIMPLE APPLICATION MAY LOOK LIKE
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 --------------------------------------
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 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
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 The sub-folders in examples/ contain examples applications following this structure.
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
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     ImGui_ImplWin32_Init(hwnd);
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     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
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     // Application main loop
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     while (true)
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     {
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         // Feed inputs to dear imgui, start new frame
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         ImGui_ImplDX11_NewFrame();
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         ImGui_ImplWin32_NewFrame();
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         ImGui::NewFrame();
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         // Any application code here
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         ImGui::Text("Hello, world!");
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         // Render dear imgui into screen
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         ImGui::Render();
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         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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         g_pSwapChain->Present(1, 0);
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     }
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     // Shutdown
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     ImGui_ImplDX11_Shutdown();
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     ImGui_ImplWin32_Shutdown();
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     ImGui::DestroyContext();
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 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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     // Application init: create a dear imgui context, setup some options, load fonts
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     ImGui::CreateContext();
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     ImGuiIO& io = ImGui::GetIO();
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     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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     // TODO: Fill optional fields of the io structure later.
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     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
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     // Build and load the texture atlas into a texture
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     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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     int width, height;
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     unsigned char* pixels = NULL;
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     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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     // At this point you've got the texture data and you need to upload that to your graphic system:
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     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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     io.Fonts->SetTexID((void*)texture);
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     // Application main loop
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     while (true)
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     {
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        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
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        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
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        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
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        io.DisplaySize.x = 1920.0f;             // set the current display width
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        io.DisplaySize.y = 1280.0f;             // set the current display height here
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        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
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        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
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        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
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        // Call NewFrame(), after this point you can use ImGui::* functions anytime
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        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
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        ImGui::NewFrame();
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        // Most of your application code here
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        ImGui::Text("Hello, world!");
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        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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        MyGameRender(); // may use any Dear ImGui functions as well!
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        // Render dear imgui, swap buffers
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        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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        ImGui::EndFrame();
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        ImGui::Render();
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        ImDrawData* draw_data = ImGui::GetDrawData();
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        MyImGuiRenderFunction(draw_data);
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        SwapBuffers();
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     }
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     // Shutdown
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     ImGui::DestroyContext();
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 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
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 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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 Please read the FAQ and example applications for details about this!
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 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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 ---------------------------------------------
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 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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    void MyImGuiRenderFunction(ImDrawData* draw_data)
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    {
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       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
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       ImVec2 clip_off = draw_data->DisplayPos;
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       for (int n = 0; n < draw_data->CmdListsCount; n++)
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       {
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          const ImDrawList* cmd_list = draw_data->CmdLists[n];
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          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
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          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
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          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
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          {
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             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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             if (pcmd->UserCallback)
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             {
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                 pcmd->UserCallback(cmd_list, pcmd);
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             }
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             else
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             {
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                 // Project scissor/clipping rectangles into framebuffer space
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                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
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                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
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                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
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                     continue;
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                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
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                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
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                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
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                 // - Clipping coordinates are provided in imgui coordinates space:
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                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
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                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
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                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
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                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
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                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
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                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
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                 // The texture for the draw call is specified by pcmd->GetTexID().
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                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
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                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
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                 // Render 'pcmd->ElemCount/3' indexed triangles.
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                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
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                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
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             }
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          }
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       }
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    }
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 API BREAKING CHANGES
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 ====================
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 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
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 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
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 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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(Docking/Viewport Branch)
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 - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
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                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
404
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
405
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
406
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
407
408
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
409
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
410
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
411
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
412
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
413
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
414
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
415
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
416
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
417
                         it has been frequently requested by people to use our own. We had an opt-in define which was
418
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
419
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
420
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
421
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
422
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
423
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
424
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
425
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
426
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
427
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
428
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
429
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
430
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
431
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
432
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
433
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
434
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
435
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
436
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
437
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
438
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
439
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
440
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
441
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
442
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
443
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
444
                         - previously this would make the window content size ~200x200:
445
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
446
                         - instead, please submit an item:
447
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
448
                         - alternative:
449
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
450
                         - content size is now only extended when submitting an item!
451
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
452
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
453
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
454
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
455
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
456
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
457
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
458
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
459
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
460
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
461
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
462
                        - Official backends from 1.87+                  -> no issue.
463
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
464
                        - Custom backends not writing to io.NavInputs[] -> no issue.
465
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
466
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
467
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
468
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
469
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
470
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
471
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
472
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
473
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
474
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
475
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
476
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
477
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
478
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
479
                       read https://github.com/ocornut/imgui/issues/4921 for details.
480
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
481
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
482
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
483
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
484
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
485
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
486
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
487
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
488
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
489
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
490
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
491
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
492
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
493
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
494
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
495
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
496
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
497
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
498
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
499
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
500
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
501
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
502
                        - if you are using official backends from the source tree: you have nothing to do.
503
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
504
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
505
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
506
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
507
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
508
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
509
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
510
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
511
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
512
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
513
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
514
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
515
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
516
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
517
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
518
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
519
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
520
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
521
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
522
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
523
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
524
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
525
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
526
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
527
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
528
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
529
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
530
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
531
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
532
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
533
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
534
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
535
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
536
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
537
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
538
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
539
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
540
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
541
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
542
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
543
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
544
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
545
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
546
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
547
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
548
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
549
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
550
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
551
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
552
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
553
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
554
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
555
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
556
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
557
                       - if you omitted the 'power' parameter (likely!), you are not affected.
558
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
559
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
560
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
561
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
562
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
563
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
564
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
565
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
566
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
567
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
568
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
569
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
570
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
571
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
572
                       - ShowTestWindow()                    -> use ShowDemoWindow()
573
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
574
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
575
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
576
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
577
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
578
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
579
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
580
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
581
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
582
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
583
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
584
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
585
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
586
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
587
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
588
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
589
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
590
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
591
                       - ImFont::Glyph                       -> use ImFontGlyph
592
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
593
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
594
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
595
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
596
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
597
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
598
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
599
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
600
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
601
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
602
                       Please reach out if you are affected.
603
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
604
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
605
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
606
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
607
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
608
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
609
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
610
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
611
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
612
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
613
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
614
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
615
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
616
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
617
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
618
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
619
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
620
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
621
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
622
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
623
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
624
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
625
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
626
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
627
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
628
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
629
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
630
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
631
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
632
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
633
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
634
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
635
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
636
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
637
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
638
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
639
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
640
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
641
                       consistent with other functions. Kept redirection functions (will obsolete).
642
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
643
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
644
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
645
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
646
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
647
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
648
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
649
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
650
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
651
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
652
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
653
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
654
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
655
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
656
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
657
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
658
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
659
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
660
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
661
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
662
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
663
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
664
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
665
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
666
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
667
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
668
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
669
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
670
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
671
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
672
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
673
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
674
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
675
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
676
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
677
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
678
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
679
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
680
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
681
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
682
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
683
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
684
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
685
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
686
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
687
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
688
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
689
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
690
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
691
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
692
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
693
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
694
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
695
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
696
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
697
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
698
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
699
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
700
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
701
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
702
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
703
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
704
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
705
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
706
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
707
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
708
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
709
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
710
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
711
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
712
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
713
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
714
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
715
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
716
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
717
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
718
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
719
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
720
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
721
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
722
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
723
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
724
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
725
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
726
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
727
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
728
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
729
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
730
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
731
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
732
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
733
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
734
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
735
                     - the signature of the io.RenderDrawListsFn handler has changed!
736
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
737
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
738
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
739
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
740
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
741
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
742
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
743
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
744
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
745
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
746
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
747
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
748
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
749
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
750
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
751
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
752
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
753
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
754
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
755
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
756
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
757
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
758
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
759
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
760
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
761
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
762
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
763
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
764
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
765
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
766
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
767
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
768
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
769
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
770
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
771
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
772
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
773
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
774
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
775
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
776
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
777
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
778
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
779
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
780
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
781
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
782
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
783
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
784
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
785
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
786
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
787
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
788
789
790
 FREQUENTLY ASKED QUESTIONS (FAQ)
791
 ================================
792
793
 Read all answers online:
794
   https://www.dearimgui.org/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
795
 Read all answers locally (with a text editor or ideally a Markdown viewer):
796
   docs/FAQ.md
797
 Some answers are copied down here to facilitate searching in code.
798
799
 Q&A: Basics
800
 ===========
801
802
 Q: Where is the documentation?
803
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
804
    - Run the examples/ and explore them.
805
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
806
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
807
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
808
    - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the
809
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
810
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
811
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
812
    - Your programming IDE is your friend, find the type or function declaration to find comments
813
      associated with it.
814
815
 Q: What is this library called?
816
 Q: Which version should I get?
817
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
818
 >> See https://www.dearimgui.org/faq for details.
819
820
 Q&A: Integration
821
 ================
822
823
 Q: How to get started?
824
 A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
825
826
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
827
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
828
 >> See https://www.dearimgui.org/faq for a fully detailed answer. You really want to read this.
829
830
 Q. How can I enable keyboard controls?
831
 Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
832
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
833
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
834
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
835
 >> See https://www.dearimgui.org/faq
836
837
 Q&A: Usage
838
 ----------
839
840
 Q: About the ID Stack system..
841
   - Why is my widget not reacting when I click on it?
842
   - How can I have widgets with an empty label?
843
   - How can I have multiple widgets with the same label?
844
   - How can I have multiple windows with the same label?
845
 Q: How can I display an image? What is ImTextureID, how does it work?
846
 Q: How can I use my own math types instead of ImVec2/ImVec4?
847
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
848
 Q: How can I display custom shapes? (using low-level ImDrawList API)
849
 >> See https://www.dearimgui.org/faq
850
851
 Q&A: Fonts, Text
852
 ================
853
854
 Q: How should I handle DPI in my application?
855
 Q: How can I load a different font than the default?
856
 Q: How can I easily use icons in my application?
857
 Q: How can I load multiple fonts?
858
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
859
 >> See https://www.dearimgui.org/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
860
861
 Q&A: Concerns
862
 =============
863
864
 Q: Who uses Dear ImGui?
865
 Q: Can you create elaborate/serious tools with Dear ImGui?
866
 Q: Can you reskin the look of Dear ImGui?
867
 Q: Why using C++ (as opposed to C)?
868
 >> See https://www.dearimgui.org/faq
869
870
 Q&A: Community
871
 ==============
872
873
 Q: How can I help?
874
 A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui!
875
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
876
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.
877
    - Individuals: you can support continued development via PayPal donations. See README.
878
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt
879
      and see how you want to help and can help!
880
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
881
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
882
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
883
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
884
885
*/
886
887
//-------------------------------------------------------------------------
888
// [SECTION] INCLUDES
889
//-------------------------------------------------------------------------
890
891
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
892
#define _CRT_SECURE_NO_WARNINGS
893
#endif
894
895
#ifndef IMGUI_DEFINE_MATH_OPERATORS
896
#define IMGUI_DEFINE_MATH_OPERATORS
897
#endif
898
899
#include "imgui.h"
900
#ifndef IMGUI_DISABLE
901
#include "imgui_internal.h"
902
903
// System includes
904
#include <stdio.h>      // vsnprintf, sscanf, printf
905
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
906
#include <stddef.h>     // intptr_t
907
#else
908
#include <stdint.h>     // intptr_t
909
#endif
910
911
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
912
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
913
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
914
#endif
915
916
// [Windows] OS specific includes (optional)
917
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
918
#define IMGUI_DISABLE_WIN32_FUNCTIONS
919
#endif
920
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
921
#ifndef WIN32_LEAN_AND_MEAN
922
#define WIN32_LEAN_AND_MEAN
923
#endif
924
#ifndef NOMINMAX
925
#define NOMINMAX
926
#endif
927
#ifndef __MINGW32__
928
#include <Windows.h>        // _wfopen, OpenClipboard
929
#else
930
#include <windows.h>
931
#endif
932
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
933
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
934
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
935
#endif
936
#endif
937
938
// [Apple] OS specific includes
939
#if defined(__APPLE__)
940
#include <TargetConditionals.h>
941
#endif
942
943
// Visual Studio warnings
944
#ifdef _MSC_VER
945
#pragma warning (disable: 4127)             // condition expression is constant
946
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
947
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
948
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
949
#endif
950
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
951
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
952
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
953
#endif
954
955
// Clang/GCC warnings with -Weverything
956
#if defined(__clang__)
957
#if __has_warning("-Wunknown-warning-option")
958
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
959
#endif
960
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
961
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
962
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
963
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
964
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
965
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
966
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
967
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
968
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
969
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
970
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
971
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
972
#elif defined(__GNUC__)
973
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
974
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
975
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
976
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
977
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
978
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
979
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
980
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
981
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
982
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
983
#endif
984
985
// Debug options
986
19.3k
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
987
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
988
#define IMGUI_DEBUG_INI_SETTINGS    0   // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
989
990
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
991
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
992
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
993
994
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
995
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
996
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
997
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
998
999
// Docking
1000
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1001
static const float DOCKING_SPLITTER_SIZE                    = 2.0f;
1002
1003
//-------------------------------------------------------------------------
1004
// [SECTION] FORWARD DECLARATIONS
1005
//-------------------------------------------------------------------------
1006
1007
static void             SetCurrentWindow(ImGuiWindow* window);
1008
static void             FindHoveredWindow();
1009
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1010
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1011
1012
static void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
1013
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1014
1015
// Settings
1016
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1017
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1018
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1019
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1020
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1021
1022
// Platform Dependents default implementation for IO functions
1023
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1024
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1025
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1026
1027
namespace ImGui
1028
{
1029
// Navigation
1030
static void             NavUpdate();
1031
static void             NavUpdateWindowing();
1032
static void             NavUpdateWindowingOverlay();
1033
static void             NavUpdateCancelRequest();
1034
static void             NavUpdateCreateMoveRequest();
1035
static void             NavUpdateCreateTabbingRequest();
1036
static float            NavUpdatePageUpPageDown();
1037
static inline void      NavUpdateAnyRequestFlag();
1038
static void             NavUpdateCreateWrappingRequest();
1039
static void             NavEndFrame();
1040
static bool             NavScoreItem(ImGuiNavItemData* result);
1041
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1042
static void             NavProcessItem();
1043
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1044
static ImVec2           NavCalcPreferredRefPos();
1045
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1046
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1047
static void             NavRestoreLayer(ImGuiNavLayer layer);
1048
static void             NavRestoreHighlightAfterMove();
1049
static int              FindWindowFocusIndex(ImGuiWindow* window);
1050
1051
// Error Checking and Debug Tools
1052
static void             ErrorCheckNewFrameSanityChecks();
1053
static void             ErrorCheckEndFrameSanityChecks();
1054
static void             UpdateDebugToolItemPicker();
1055
static void             UpdateDebugToolStackQueries();
1056
1057
// Inputs
1058
static void             UpdateKeyboardInputs();
1059
static void             UpdateMouseInputs();
1060
static void             UpdateMouseWheel();
1061
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1062
1063
// Misc
1064
static void             UpdateSettings();
1065
static bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1066
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1067
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1068
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1069
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1070
static void             RenderDimmedBackgrounds();
1071
static ImGuiWindow*     FindBlockingModal(ImGuiWindow* window);
1072
1073
// Viewports
1074
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1075
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1076
static void             DestroyViewport(ImGuiViewportP* viewport);
1077
static void             UpdateViewportsNewFrame();
1078
static void             UpdateViewportsEndFrame();
1079
static void             WindowSelectViewport(ImGuiWindow* window);
1080
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1081
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1082
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1083
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1084
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1085
static int              FindPlatformMonitorForRect(const ImRect& r);
1086
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1087
1088
}
1089
1090
//-----------------------------------------------------------------------------
1091
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1092
//-----------------------------------------------------------------------------
1093
1094
// DLL users:
1095
// - Heaps and globals are not shared across DLL boundaries!
1096
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1097
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1098
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1099
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1100
1101
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1102
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1103
//   Change to a different context by calling ImGui::SetCurrentContext().
1104
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1105
//   If you want thread-safety to allow N threads to access N different contexts:
1106
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1107
//         struct ImGuiContext;
1108
//         extern thread_local ImGuiContext* MyImGuiTLS;
1109
//         #define GImGui MyImGuiTLS
1110
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1111
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1112
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1113
// - DLL users: read comments above.
1114
#ifndef GImGui
1115
ImGuiContext*   GImGui = NULL;
1116
#endif
1117
1118
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1119
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1120
// - DLL users: read comments above.
1121
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1122
1.21k
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1123
1.16k
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1124
#else
1125
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1126
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1127
#endif
1128
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1129
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1130
static void*                GImAllocatorUserData = NULL;
1131
1132
//-----------------------------------------------------------------------------
1133
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1134
//-----------------------------------------------------------------------------
1135
1136
ImGuiStyle::ImGuiStyle()
1137
1
{
1138
1
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1139
1
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1140
1
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1141
1
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1142
1
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1143
1
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1144
1
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1145
1
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1146
1
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1147
1
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1148
1
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1149
1
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1150
1
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1151
1
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1152
1
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1153
1
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1154
1
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1155
1
    CellPadding             = ImVec2(4,2);      // Padding within a table cell
1156
1
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1157
1
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1158
1
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1159
1
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1160
1
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1161
1
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1162
1
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1163
1
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1164
1
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1165
1
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1166
1
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1167
1
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1168
1
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1169
1
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1170
1
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1171
1
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1172
1
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1173
1
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1174
1
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1175
1
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1176
1
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1177
1
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1178
1
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1179
1
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1180
1
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1181
1182
    // Default theme
1183
1
    ImGui::StyleColorsDark(this);
1184
1
}
1185
1186
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1187
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1188
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1189
0
{
1190
0
    WindowPadding = ImFloor(WindowPadding * scale_factor);
1191
0
    WindowRounding = ImFloor(WindowRounding * scale_factor);
1192
0
    WindowMinSize = ImFloor(WindowMinSize * scale_factor);
1193
0
    ChildRounding = ImFloor(ChildRounding * scale_factor);
1194
0
    PopupRounding = ImFloor(PopupRounding * scale_factor);
1195
0
    FramePadding = ImFloor(FramePadding * scale_factor);
1196
0
    FrameRounding = ImFloor(FrameRounding * scale_factor);
1197
0
    ItemSpacing = ImFloor(ItemSpacing * scale_factor);
1198
0
    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
1199
0
    CellPadding = ImFloor(CellPadding * scale_factor);
1200
0
    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
1201
0
    IndentSpacing = ImFloor(IndentSpacing * scale_factor);
1202
0
    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
1203
0
    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
1204
0
    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
1205
0
    GrabMinSize = ImFloor(GrabMinSize * scale_factor);
1206
0
    GrabRounding = ImFloor(GrabRounding * scale_factor);
1207
0
    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);
1208
0
    TabRounding = ImFloor(TabRounding * scale_factor);
1209
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1210
0
    SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor);
1211
0
    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
1212
0
    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
1213
0
    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
1214
0
}
1215
1216
ImGuiIO::ImGuiIO()
1217
1
{
1218
    // Most fields are initialized with zero
1219
1
    memset(this, 0, sizeof(*this));
1220
1
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1221
1222
    // Settings
1223
1
    ConfigFlags = ImGuiConfigFlags_None;
1224
1
    BackendFlags = ImGuiBackendFlags_None;
1225
1
    DisplaySize = ImVec2(-1.0f, -1.0f);
1226
1
    DeltaTime = 1.0f / 60.0f;
1227
1
    IniSavingRate = 5.0f;
1228
1
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1229
1
    LogFilename = "imgui_log.txt";
1230
1
    MouseDoubleClickTime = 0.30f;
1231
1
    MouseDoubleClickMaxDist = 6.0f;
1232
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1233
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1234
        KeyMap[i] = -1;
1235
#endif
1236
1
    KeyRepeatDelay = 0.275f;
1237
1
    KeyRepeatRate = 0.050f;
1238
1
    HoverDelayNormal = 0.30f;
1239
1
    HoverDelayShort = 0.10f;
1240
1
    UserData = NULL;
1241
1242
1
    Fonts = NULL;
1243
1
    FontGlobalScale = 1.0f;
1244
1
    FontDefault = NULL;
1245
1
    FontAllowUserScaling = false;
1246
1
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1247
1248
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1249
1
    ConfigDockingNoSplit = false;
1250
1
    ConfigDockingWithShift = false;
1251
1
    ConfigDockingAlwaysTabBar = false;
1252
1
    ConfigDockingTransparentPayload = false;
1253
1254
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1255
1
    ConfigViewportsNoAutoMerge = false;
1256
1
    ConfigViewportsNoTaskBarIcon = false;
1257
1
    ConfigViewportsNoDecoration = true;
1258
1
    ConfigViewportsNoDefaultParent = false;
1259
1260
    // Miscellaneous options
1261
1
    MouseDrawCursor = false;
1262
#ifdef __APPLE__
1263
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1264
#else
1265
1
    ConfigMacOSXBehaviors = false;
1266
1
#endif
1267
1
    ConfigInputTrickleEventQueue = true;
1268
1
    ConfigInputTextCursorBlink = true;
1269
1
    ConfigInputTextEnterKeepActive = false;
1270
1
    ConfigDragClickToInputText = false;
1271
1
    ConfigWindowsResizeFromEdges = true;
1272
1
    ConfigWindowsMoveFromTitleBarOnly = false;
1273
1
    ConfigMemoryCompactTimer = 60.0f;
1274
1
    ConfigDebugBeginReturnValueOnce = false;
1275
1
    ConfigDebugBeginReturnValueLoop = false;
1276
1277
    // Platform Functions
1278
    // Note: Initialize() will setup default clipboard/ime handlers.
1279
1
    BackendPlatformName = BackendRendererName = NULL;
1280
1
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1281
1282
    // Input (NB: we already have memset zero the entire structure!)
1283
1
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1284
1
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1285
1
    MouseDragThreshold = 6.0f;
1286
6
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1287
141
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1288
1
    AppAcceptingEvents = true;
1289
1
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1290
1
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1291
1
}
1292
1293
// Pass in translated ASCII characters for text input.
1294
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1295
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1296
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1297
void ImGuiIO::AddInputCharacter(unsigned int c)
1298
3.39k
{
1299
3.39k
    IM_ASSERT(Ctx != NULL);
1300
3.39k
    ImGuiContext& g = *Ctx;
1301
3.39k
    if (c == 0 || !AppAcceptingEvents)
1302
1.24k
        return;
1303
1304
2.14k
    ImGuiInputEvent e;
1305
2.14k
    e.Type = ImGuiInputEventType_Text;
1306
2.14k
    e.Source = ImGuiInputSource_Keyboard;
1307
2.14k
    e.Text.Char = c;
1308
2.14k
    g.InputEventsQueue.push_back(e);
1309
2.14k
}
1310
1311
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1312
// we should save the high surrogate.
1313
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1314
1.34k
{
1315
1.34k
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1316
60
        return;
1317
1318
1.28k
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1319
614
    {
1320
614
        if (InputQueueSurrogate != 0)
1321
201
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1322
614
        InputQueueSurrogate = c;
1323
614
        return;
1324
614
    }
1325
1326
674
    ImWchar cp = c;
1327
674
    if (InputQueueSurrogate != 0)
1328
402
    {
1329
402
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1330
384
        {
1331
384
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1332
384
        }
1333
18
        else
1334
18
        {
1335
18
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1336
18
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1337
#else
1338
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1339
#endif
1340
18
        }
1341
1342
402
        InputQueueSurrogate = 0;
1343
402
    }
1344
674
    AddInputCharacter((unsigned)cp);
1345
674
}
1346
1347
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1348
38
{
1349
38
    if (!AppAcceptingEvents)
1350
0
        return;
1351
38
    while (*utf8_chars != 0)
1352
0
    {
1353
0
        unsigned int c = 0;
1354
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1355
0
        AddInputCharacter(c);
1356
0
    }
1357
38
}
1358
1359
// FIXME: Perhaps we could clear queued events as well?
1360
void ImGuiIO::ClearInputCharacters()
1361
3.65k
{
1362
3.65k
    InputQueueCharacters.resize(0);
1363
3.65k
}
1364
1365
// FIXME: Perhaps we could clear queued events as well?
1366
void ImGuiIO::ClearInputKeys()
1367
3.97k
{
1368
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1369
    memset(KeysDown, 0, sizeof(KeysDown));
1370
#endif
1371
560k
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1372
556k
    {
1373
556k
        KeysData[n].Down             = false;
1374
556k
        KeysData[n].DownDuration     = -1.0f;
1375
556k
        KeysData[n].DownDurationPrev = -1.0f;
1376
556k
    }
1377
3.97k
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1378
3.97k
    KeyMods = ImGuiMod_None;
1379
3.97k
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1380
23.8k
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1381
19.8k
    {
1382
19.8k
        MouseDown[n] = false;
1383
19.8k
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1384
19.8k
    }
1385
3.97k
    MouseWheel = MouseWheelH = 0.0f;
1386
3.97k
}
1387
1388
static ImGuiInputEvent* FindLatestInputEvent(ImGuiInputEventType type, int arg = -1)
1389
4.94k
{
1390
4.94k
    ImGuiContext& g = *GImGui;
1391
8.37k
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1392
5.15k
    {
1393
5.15k
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1394
5.15k
        if (e->Type != type)
1395
2.79k
            continue;
1396
2.36k
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1397
96
            continue;
1398
2.26k
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1399
540
            continue;
1400
1.72k
        return e;
1401
2.26k
    }
1402
3.22k
    return NULL;
1403
4.94k
}
1404
1405
// Queue a new key down/up event.
1406
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1407
// - bool down:          Is the key down? use false to signify a key release.
1408
// - float analog_value: 0.0f..1.0f
1409
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1410
545
{
1411
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1412
545
    IM_ASSERT(Ctx != NULL);
1413
545
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1414
0
        return;
1415
545
    ImGuiContext& g = *Ctx;
1416
545
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1417
545
    IM_ASSERT(!ImGui::IsAliasKey(key)); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1418
545
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1419
1420
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1421
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1422
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1423
    if (BackendUsingLegacyKeyArrays == -1)
1424
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1425
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1426
    BackendUsingLegacyKeyArrays = 0;
1427
#endif
1428
545
    if (ImGui::IsGamepadKey(key))
1429
23
        BackendUsingLegacyNavInputArray = false;
1430
1431
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1432
545
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Key, (int)key);
1433
545
    const ImGuiKeyData* key_data = ImGui::GetKeyData(key);
1434
545
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1435
545
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1436
545
    if (latest_key_down == down && latest_key_analog == analog_value)
1437
79
        return;
1438
1439
    // Add event
1440
466
    ImGuiInputEvent e;
1441
466
    e.Type = ImGuiInputEventType_Key;
1442
466
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1443
466
    e.Key.Key = key;
1444
466
    e.Key.Down = down;
1445
466
    e.Key.AnalogValue = analog_value;
1446
466
    g.InputEventsQueue.push_back(e);
1447
466
}
1448
1449
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1450
256
{
1451
256
    if (!AppAcceptingEvents)
1452
0
        return;
1453
256
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1454
256
}
1455
1456
// [Optional] Call after AddKeyEvent().
1457
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1458
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1459
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1460
0
{
1461
0
    if (key == ImGuiKey_None)
1462
0
        return;
1463
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1464
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1465
0
    IM_UNUSED(native_keycode);  // Yet unused
1466
0
    IM_UNUSED(native_scancode); // Yet unused
1467
1468
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1469
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1470
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1471
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1472
        return;
1473
    KeyMap[legacy_key] = key;
1474
    KeyMap[key] = legacy_key;
1475
#else
1476
0
    IM_UNUSED(key);
1477
0
    IM_UNUSED(native_legacy_index);
1478
0
#endif
1479
0
}
1480
1481
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1482
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1483
0
{
1484
0
    AppAcceptingEvents = accepting_events;
1485
0
}
1486
1487
// Queue a mouse move event
1488
void ImGuiIO::AddMousePosEvent(float x, float y)
1489
1.09k
{
1490
1.09k
    IM_ASSERT(Ctx != NULL);
1491
1.09k
    ImGuiContext& g = *Ctx;
1492
1.09k
    if (!AppAcceptingEvents)
1493
0
        return;
1494
1495
    // Apply same flooring as UpdateMouseInputs()
1496
1.09k
    ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
1497
1498
    // Filter duplicate
1499
1.09k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MousePos);
1500
1.09k
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1501
1.09k
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1502
360
        return;
1503
1504
730
    ImGuiInputEvent e;
1505
730
    e.Type = ImGuiInputEventType_MousePos;
1506
730
    e.Source = ImGuiInputSource_Mouse;
1507
730
    e.MousePos.PosX = pos.x;
1508
730
    e.MousePos.PosY = pos.y;
1509
730
    g.InputEventsQueue.push_back(e);
1510
730
}
1511
1512
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1513
2.36k
{
1514
2.36k
    IM_ASSERT(Ctx != NULL);
1515
2.36k
    ImGuiContext& g = *Ctx;
1516
2.36k
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1517
2.36k
    if (!AppAcceptingEvents)
1518
0
        return;
1519
1520
    // Filter duplicate
1521
2.36k
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseButton, (int)mouse_button);
1522
2.36k
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1523
2.36k
    if (latest_button_down == down)
1524
1.00k
        return;
1525
1526
1.36k
    ImGuiInputEvent e;
1527
1.36k
    e.Type = ImGuiInputEventType_MouseButton;
1528
1.36k
    e.Source = ImGuiInputSource_Mouse;
1529
1.36k
    e.MouseButton.Button = mouse_button;
1530
1.36k
    e.MouseButton.Down = down;
1531
1.36k
    g.InputEventsQueue.push_back(e);
1532
1.36k
}
1533
1534
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1535
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1536
518
{
1537
518
    IM_ASSERT(Ctx != NULL);
1538
518
    ImGuiContext& g = *Ctx;
1539
1540
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1541
518
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1542
89
        return;
1543
1544
429
    ImGuiInputEvent e;
1545
429
    e.Type = ImGuiInputEventType_MouseWheel;
1546
429
    e.Source = ImGuiInputSource_Mouse;
1547
429
    e.MouseWheel.WheelX = wheel_x;
1548
429
    e.MouseWheel.WheelY = wheel_y;
1549
429
    g.InputEventsQueue.push_back(e);
1550
429
}
1551
1552
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1553
0
{
1554
0
    ImGuiContext& g = *GImGui;
1555
0
    IM_ASSERT(&g.IO == this && "Can only add events to current context.");
1556
0
    IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1557
0
    if (!AppAcceptingEvents)
1558
0
        return;
1559
1560
    // Filter duplicate
1561
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_MouseViewport);
1562
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1563
0
    if (latest_viewport_id == viewport_id)
1564
0
        return;
1565
1566
0
    ImGuiInputEvent e;
1567
0
    e.Type = ImGuiInputEventType_MouseViewport;
1568
0
    e.Source = ImGuiInputSource_Mouse;
1569
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1570
0
    g.InputEventsQueue.push_back(e);
1571
0
}
1572
1573
void ImGuiIO::AddFocusEvent(bool focused)
1574
952
{
1575
952
    IM_ASSERT(Ctx != NULL);
1576
952
    ImGuiContext& g = *Ctx;
1577
1578
    // Filter duplicate
1579
952
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(ImGuiInputEventType_Focus);
1580
952
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1581
952
    if (latest_focused == focused)
1582
210
        return;
1583
1584
742
    ImGuiInputEvent e;
1585
742
    e.Type = ImGuiInputEventType_Focus;
1586
742
    e.AppFocused.Focused = focused;
1587
742
    g.InputEventsQueue.push_back(e);
1588
742
}
1589
1590
//-----------------------------------------------------------------------------
1591
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1592
//-----------------------------------------------------------------------------
1593
1594
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1595
0
{
1596
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1597
0
    ImVec2 p_last = p1;
1598
0
    ImVec2 p_closest;
1599
0
    float p_closest_dist2 = FLT_MAX;
1600
0
    float t_step = 1.0f / (float)num_segments;
1601
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1602
0
    {
1603
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1604
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1605
0
        float dist2 = ImLengthSqr(p - p_line);
1606
0
        if (dist2 < p_closest_dist2)
1607
0
        {
1608
0
            p_closest = p_line;
1609
0
            p_closest_dist2 = dist2;
1610
0
        }
1611
0
        p_last = p_current;
1612
0
    }
1613
0
    return p_closest;
1614
0
}
1615
1616
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1617
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1618
0
{
1619
0
    float dx = x4 - x1;
1620
0
    float dy = y4 - y1;
1621
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1622
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1623
0
    d2 = (d2 >= 0) ? d2 : -d2;
1624
0
    d3 = (d3 >= 0) ? d3 : -d3;
1625
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1626
0
    {
1627
0
        ImVec2 p_current(x4, y4);
1628
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1629
0
        float dist2 = ImLengthSqr(p - p_line);
1630
0
        if (dist2 < p_closest_dist2)
1631
0
        {
1632
0
            p_closest = p_line;
1633
0
            p_closest_dist2 = dist2;
1634
0
        }
1635
0
        p_last = p_current;
1636
0
    }
1637
0
    else if (level < 10)
1638
0
    {
1639
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1640
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1641
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1642
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1643
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1644
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1645
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1646
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1647
0
    }
1648
0
}
1649
1650
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1651
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1652
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1653
0
{
1654
0
    IM_ASSERT(tess_tol > 0.0f);
1655
0
    ImVec2 p_last = p1;
1656
0
    ImVec2 p_closest;
1657
0
    float p_closest_dist2 = FLT_MAX;
1658
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1659
0
    return p_closest;
1660
0
}
1661
1662
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1663
0
{
1664
0
    ImVec2 ap = p - a;
1665
0
    ImVec2 ab_dir = b - a;
1666
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1667
0
    if (dot < 0.0f)
1668
0
        return a;
1669
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1670
0
    if (dot > ab_len_sqr)
1671
0
        return b;
1672
0
    return a + ab_dir * dot / ab_len_sqr;
1673
0
}
1674
1675
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1676
0
{
1677
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1678
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1679
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1680
0
    return ((b1 == b2) && (b2 == b3));
1681
0
}
1682
1683
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1684
0
{
1685
0
    ImVec2 v0 = b - a;
1686
0
    ImVec2 v1 = c - a;
1687
0
    ImVec2 v2 = p - a;
1688
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1689
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1690
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1691
0
    out_u = 1.0f - out_v - out_w;
1692
0
}
1693
1694
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1695
0
{
1696
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1697
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1698
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1699
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1700
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1701
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1702
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1703
0
    if (m == dist2_ab)
1704
0
        return proj_ab;
1705
0
    if (m == dist2_bc)
1706
0
        return proj_bc;
1707
0
    return proj_ca;
1708
0
}
1709
1710
//-----------------------------------------------------------------------------
1711
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1712
//-----------------------------------------------------------------------------
1713
1714
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1715
int ImStricmp(const char* str1, const char* str2)
1716
0
{
1717
0
    int d;
1718
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1719
0
    return d;
1720
0
}
1721
1722
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1723
0
{
1724
0
    int d = 0;
1725
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1726
0
    return d;
1727
0
}
1728
1729
void ImStrncpy(char* dst, const char* src, size_t count)
1730
5
{
1731
5
    if (count < 1)
1732
0
        return;
1733
5
    if (count > 1)
1734
5
        strncpy(dst, src, count - 1);
1735
5
    dst[count - 1] = 0;
1736
5
}
1737
1738
char* ImStrdup(const char* str)
1739
3
{
1740
3
    size_t len = strlen(str);
1741
3
    void* buf = IM_ALLOC(len + 1);
1742
3
    return (char*)memcpy(buf, (const void*)str, len + 1);
1743
3
}
1744
1745
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1746
0
{
1747
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1748
0
    size_t src_size = strlen(src) + 1;
1749
0
    if (dst_buf_size < src_size)
1750
0
    {
1751
0
        IM_FREE(dst);
1752
0
        dst = (char*)IM_ALLOC(src_size);
1753
0
        if (p_dst_size)
1754
0
            *p_dst_size = src_size;
1755
0
    }
1756
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1757
0
}
1758
1759
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1760
0
{
1761
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1762
0
    return p;
1763
0
}
1764
1765
int ImStrlenW(const ImWchar* str)
1766
0
{
1767
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1768
0
    int n = 0;
1769
0
    while (*str++) n++;
1770
0
    return n;
1771
0
}
1772
1773
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1774
const char* ImStreolRange(const char* str, const char* str_end)
1775
0
{
1776
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1777
0
    return p ? p : str_end;
1778
0
}
1779
1780
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1781
0
{
1782
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1783
0
        buf_mid_line--;
1784
0
    return buf_mid_line;
1785
0
}
1786
1787
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1788
0
{
1789
0
    if (!needle_end)
1790
0
        needle_end = needle + strlen(needle);
1791
1792
0
    const char un0 = (char)ImToUpper(*needle);
1793
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1794
0
    {
1795
0
        if (ImToUpper(*haystack) == un0)
1796
0
        {
1797
0
            const char* b = needle + 1;
1798
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1799
0
                if (ImToUpper(*a) != ImToUpper(*b))
1800
0
                    break;
1801
0
            if (b == needle_end)
1802
0
                return haystack;
1803
0
        }
1804
0
        haystack++;
1805
0
    }
1806
0
    return NULL;
1807
0
}
1808
1809
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1810
void ImStrTrimBlanks(char* buf)
1811
0
{
1812
0
    char* p = buf;
1813
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1814
0
        p++;
1815
0
    char* p_start = p;
1816
0
    while (*p != 0)                         // Find end of string
1817
0
        p++;
1818
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1819
0
        p--;
1820
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1821
0
        memmove(buf, p_start, p - p_start);
1822
0
    buf[p - p_start] = 0;                   // Zero terminate
1823
0
}
1824
1825
const char* ImStrSkipBlank(const char* str)
1826
0
{
1827
0
    while (str[0] == ' ' || str[0] == '\t')
1828
0
        str++;
1829
0
    return str;
1830
0
}
1831
1832
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1833
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1834
// B) When buf==NULL vsnprintf() will return the output size.
1835
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1836
1837
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1838
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1839
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1840
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1841
#ifdef IMGUI_USE_STB_SPRINTF
1842
#define STB_SPRINTF_IMPLEMENTATION
1843
#ifdef IMGUI_STB_SPRINTF_FILENAME
1844
#include IMGUI_STB_SPRINTF_FILENAME
1845
#else
1846
#include "stb_sprintf.h"
1847
#endif
1848
#endif
1849
1850
#if defined(_MSC_VER) && !defined(vsnprintf)
1851
#define vsnprintf _vsnprintf
1852
#endif
1853
1854
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1855
1
{
1856
1
    va_list args;
1857
1
    va_start(args, fmt);
1858
#ifdef IMGUI_USE_STB_SPRINTF
1859
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1860
#else
1861
1
    int w = vsnprintf(buf, buf_size, fmt, args);
1862
1
#endif
1863
1
    va_end(args);
1864
1
    if (buf == NULL)
1865
0
        return w;
1866
1
    if (w == -1 || w >= (int)buf_size)
1867
0
        w = (int)buf_size - 1;
1868
1
    buf[w] = 0;
1869
1
    return w;
1870
1
}
1871
1872
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1873
7.58k
{
1874
#ifdef IMGUI_USE_STB_SPRINTF
1875
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1876
#else
1877
7.58k
    int w = vsnprintf(buf, buf_size, fmt, args);
1878
7.58k
#endif
1879
7.58k
    if (buf == NULL)
1880
0
        return w;
1881
7.58k
    if (w == -1 || w >= (int)buf_size)
1882
0
        w = (int)buf_size - 1;
1883
7.58k
    buf[w] = 0;
1884
7.58k
    return w;
1885
7.58k
}
1886
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1887
1888
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1889
7.58k
{
1890
7.58k
    ImGuiContext& g = *GImGui;
1891
7.58k
    va_list args;
1892
7.58k
    va_start(args, fmt);
1893
7.58k
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1894
0
    {
1895
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1896
0
        *out_buf = buf;
1897
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1898
0
    }
1899
7.58k
    else
1900
7.58k
    {
1901
7.58k
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1902
7.58k
        *out_buf = g.TempBuffer.Data;
1903
7.58k
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1904
7.58k
    }
1905
7.58k
    va_end(args);
1906
7.58k
}
1907
1908
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
1909
0
{
1910
0
    ImGuiContext& g = *GImGui;
1911
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1912
0
    {
1913
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1914
0
        *out_buf = buf;
1915
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1916
0
    }
1917
0
    else
1918
0
    {
1919
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1920
0
        *out_buf = g.TempBuffer.Data;
1921
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1922
0
    }
1923
0
}
1924
1925
// CRC32 needs a 1KB lookup table (not cache friendly)
1926
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
1927
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
1928
static const ImU32 GCrc32LookupTable[256] =
1929
{
1930
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
1931
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
1932
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
1933
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
1934
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
1935
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
1936
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
1937
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
1938
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
1939
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
1940
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
1941
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
1942
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
1943
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
1944
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
1945
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
1946
};
1947
1948
// Known size hash
1949
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
1950
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
1951
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
1952
7.57k
{
1953
7.57k
    ImU32 crc = ~seed;
1954
7.57k
    const unsigned char* data = (const unsigned char*)data_p;
1955
7.57k
    const ImU32* crc32_lut = GCrc32LookupTable;
1956
37.8k
    while (data_size-- != 0)
1957
30.3k
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
1958
7.57k
    return ~crc;
1959
7.57k
}
1960
1961
// Zero-terminated string hash, with support for ### to reset back to seed value
1962
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
1963
// Because this syntax is rarely used we are optimizing for the common case.
1964
// - If we reach ### in the string we discard the hash so far and reset to the seed.
1965
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
1966
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
1967
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
1968
68.2k
{
1969
68.2k
    seed = ~seed;
1970
68.2k
    ImU32 crc = seed;
1971
68.2k
    const unsigned char* data = (const unsigned char*)data_p;
1972
68.2k
    const ImU32* crc32_lut = GCrc32LookupTable;
1973
68.2k
    if (data_size != 0)
1974
0
    {
1975
0
        while (data_size-- != 0)
1976
0
        {
1977
0
            unsigned char c = *data++;
1978
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
1979
0
                crc = seed;
1980
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
1981
0
        }
1982
0
    }
1983
68.2k
    else
1984
68.2k
    {
1985
895k
        while (unsigned char c = *data++)
1986
826k
        {
1987
826k
            if (c == '#' && data[0] == '#' && data[1] == '#')
1988
0
                crc = seed;
1989
826k
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
1990
826k
        }
1991
68.2k
    }
1992
68.2k
    return ~crc;
1993
68.2k
}
1994
1995
//-----------------------------------------------------------------------------
1996
// [SECTION] MISC HELPERS/UTILITIES (File functions)
1997
//-----------------------------------------------------------------------------
1998
1999
// Default file functions
2000
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2001
2002
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2003
0
{
2004
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2005
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2006
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2007
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2008
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2009
    ImVector<wchar_t> buf;
2010
    buf.resize(filename_wsize + mode_wsize);
2011
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
2012
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
2013
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
2014
#else
2015
0
    return fopen(filename, mode);
2016
0
#endif
2017
0
}
2018
2019
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2020
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2021
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2022
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2023
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2024
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2025
2026
// Helper: Load file content into memory
2027
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2028
// This can't really be used with "rt" because fseek size won't match read size.
2029
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2030
0
{
2031
0
    IM_ASSERT(filename && mode);
2032
0
    if (out_file_size)
2033
0
        *out_file_size = 0;
2034
2035
0
    ImFileHandle f;
2036
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2037
0
        return NULL;
2038
2039
0
    size_t file_size = (size_t)ImFileGetSize(f);
2040
0
    if (file_size == (size_t)-1)
2041
0
    {
2042
0
        ImFileClose(f);
2043
0
        return NULL;
2044
0
    }
2045
2046
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2047
0
    if (file_data == NULL)
2048
0
    {
2049
0
        ImFileClose(f);
2050
0
        return NULL;
2051
0
    }
2052
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2053
0
    {
2054
0
        ImFileClose(f);
2055
0
        IM_FREE(file_data);
2056
0
        return NULL;
2057
0
    }
2058
0
    if (padding_bytes > 0)
2059
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2060
2061
0
    ImFileClose(f);
2062
0
    if (out_file_size)
2063
0
        *out_file_size = file_size;
2064
2065
0
    return file_data;
2066
0
}
2067
2068
//-----------------------------------------------------------------------------
2069
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2070
//-----------------------------------------------------------------------------
2071
2072
IM_MSVC_RUNTIME_CHECKS_OFF
2073
2074
// Convert UTF-8 to 32-bit character, process single character input.
2075
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2076
// We handle UTF-8 decoding error by skipping forward.
2077
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2078
14.9M
{
2079
14.9M
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2080
14.9M
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2081
14.9M
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2082
14.9M
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2083
14.9M
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2084
14.9M
    int len = lengths[*(const unsigned char*)in_text >> 3];
2085
14.9M
    int wanted = len + (len ? 0 : 1);
2086
2087
14.9M
    if (in_text_end == NULL)
2088
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2089
2090
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2091
    // so it is fast even with excessive branching.
2092
14.9M
    unsigned char s[4];
2093
14.9M
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2094
14.9M
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2095
14.9M
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2096
14.9M
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2097
2098
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2099
14.9M
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2100
14.9M
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2101
14.9M
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2102
14.9M
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2103
14.9M
    *out_char >>= shiftc[len];
2104
2105
    // Accumulate the various error conditions.
2106
14.9M
    int e = 0;
2107
14.9M
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2108
14.9M
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2109
14.9M
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2110
14.9M
    e |= (s[1] & 0xc0) >> 2;
2111
14.9M
    e |= (s[2] & 0xc0) >> 4;
2112
14.9M
    e |= (s[3]       ) >> 6;
2113
14.9M
    e ^= 0x2a; // top two bits of each tail byte correct?
2114
14.9M
    e >>= shifte[len];
2115
2116
14.9M
    if (e)
2117
3.54k
    {
2118
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2119
        // One byte is consumed in case of invalid first byte of in_text.
2120
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2121
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2122
3.54k
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2123
3.54k
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2124
3.54k
    }
2125
2126
14.9M
    return wanted;
2127
14.9M
}
2128
2129
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2130
0
{
2131
0
    ImWchar* buf_out = buf;
2132
0
    ImWchar* buf_end = buf + buf_size;
2133
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2134
0
    {
2135
0
        unsigned int c;
2136
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2137
0
        *buf_out++ = (ImWchar)c;
2138
0
    }
2139
0
    *buf_out = 0;
2140
0
    if (in_text_remaining)
2141
0
        *in_text_remaining = in_text;
2142
0
    return (int)(buf_out - buf);
2143
0
}
2144
2145
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2146
0
{
2147
0
    int char_count = 0;
2148
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2149
0
    {
2150
0
        unsigned int c;
2151
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2152
0
        char_count++;
2153
0
    }
2154
0
    return char_count;
2155
0
}
2156
2157
// Based on stb_to_utf8() from github.com/nothings/stb/
2158
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2159
0
{
2160
0
    if (c < 0x80)
2161
0
    {
2162
0
        buf[0] = (char)c;
2163
0
        return 1;
2164
0
    }
2165
0
    if (c < 0x800)
2166
0
    {
2167
0
        if (buf_size < 2) return 0;
2168
0
        buf[0] = (char)(0xc0 + (c >> 6));
2169
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2170
0
        return 2;
2171
0
    }
2172
0
    if (c < 0x10000)
2173
0
    {
2174
0
        if (buf_size < 3) return 0;
2175
0
        buf[0] = (char)(0xe0 + (c >> 12));
2176
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2177
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2178
0
        return 3;
2179
0
    }
2180
0
    if (c <= 0x10FFFF)
2181
0
    {
2182
0
        if (buf_size < 4) return 0;
2183
0
        buf[0] = (char)(0xf0 + (c >> 18));
2184
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2185
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2186
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2187
0
        return 4;
2188
0
    }
2189
    // Invalid code point, the max unicode is 0x10FFFF
2190
0
    return 0;
2191
0
}
2192
2193
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2194
0
{
2195
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2196
0
    out_buf[count] = 0;
2197
0
    return out_buf;
2198
0
}
2199
2200
// Not optimal but we very rarely use this function.
2201
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2202
0
{
2203
0
    unsigned int unused = 0;
2204
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2205
0
}
2206
2207
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2208
0
{
2209
0
    if (c < 0x80) return 1;
2210
0
    if (c < 0x800) return 2;
2211
0
    if (c < 0x10000) return 3;
2212
0
    if (c <= 0x10FFFF) return 4;
2213
0
    return 3;
2214
0
}
2215
2216
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2217
0
{
2218
0
    char* buf_p = out_buf;
2219
0
    const char* buf_end = out_buf + out_buf_size;
2220
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2221
0
    {
2222
0
        unsigned int c = (unsigned int)(*in_text++);
2223
0
        if (c < 0x80)
2224
0
            *buf_p++ = (char)c;
2225
0
        else
2226
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2227
0
    }
2228
0
    *buf_p = 0;
2229
0
    return (int)(buf_p - out_buf);
2230
0
}
2231
2232
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2233
0
{
2234
0
    int bytes_count = 0;
2235
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2236
0
    {
2237
0
        unsigned int c = (unsigned int)(*in_text++);
2238
0
        if (c < 0x80)
2239
0
            bytes_count++;
2240
0
        else
2241
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2242
0
    }
2243
0
    return bytes_count;
2244
0
}
2245
IM_MSVC_RUNTIME_CHECKS_RESTORE
2246
2247
//-----------------------------------------------------------------------------
2248
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2249
// Note: The Convert functions are early design which are not consistent with other API.
2250
//-----------------------------------------------------------------------------
2251
2252
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2253
0
{
2254
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2255
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2256
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2257
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2258
0
    return IM_COL32(r, g, b, 0xFF);
2259
0
}
2260
2261
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2262
58.7k
{
2263
58.7k
    float s = 1.0f / 255.0f;
2264
58.7k
    return ImVec4(
2265
58.7k
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2266
58.7k
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2267
58.7k
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2268
58.7k
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2269
58.7k
}
2270
2271
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2272
178k
{
2273
178k
    ImU32 out;
2274
178k
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2275
178k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2276
178k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2277
178k
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2278
178k
    return out;
2279
178k
}
2280
2281
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2282
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2283
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2284
0
{
2285
0
    float K = 0.f;
2286
0
    if (g < b)
2287
0
    {
2288
0
        ImSwap(g, b);
2289
0
        K = -1.f;
2290
0
    }
2291
0
    if (r < g)
2292
0
    {
2293
0
        ImSwap(r, g);
2294
0
        K = -2.f / 6.f - K;
2295
0
    }
2296
2297
0
    const float chroma = r - (g < b ? g : b);
2298
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2299
0
    out_s = chroma / (r + 1e-20f);
2300
0
    out_v = r;
2301
0
}
2302
2303
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2304
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2305
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2306
0
{
2307
0
    if (s == 0.0f)
2308
0
    {
2309
        // gray
2310
0
        out_r = out_g = out_b = v;
2311
0
        return;
2312
0
    }
2313
2314
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2315
0
    int   i = (int)h;
2316
0
    float f = h - (float)i;
2317
0
    float p = v * (1.0f - s);
2318
0
    float q = v * (1.0f - s * f);
2319
0
    float t = v * (1.0f - s * (1.0f - f));
2320
2321
0
    switch (i)
2322
0
    {
2323
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2324
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2325
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2326
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2327
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2328
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2329
0
    }
2330
0
}
2331
2332
//-----------------------------------------------------------------------------
2333
// [SECTION] ImGuiStorage
2334
// Helper: Key->value storage
2335
//-----------------------------------------------------------------------------
2336
2337
// std::lower_bound but without the bullshit
2338
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2339
22.7k
{
2340
22.7k
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2341
22.7k
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2342
22.7k
    size_t count = (size_t)(last - first);
2343
68.2k
    while (count > 0)
2344
45.5k
    {
2345
45.5k
        size_t count2 = count >> 1;
2346
45.5k
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2347
45.5k
        if (mid->key < key)
2348
15.1k
        {
2349
15.1k
            first = ++mid;
2350
15.1k
            count -= count2 + 1;
2351
15.1k
        }
2352
30.3k
        else
2353
30.3k
        {
2354
30.3k
            count = count2;
2355
30.3k
        }
2356
45.5k
    }
2357
22.7k
    return first;
2358
22.7k
}
2359
2360
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2361
void ImGuiStorage::BuildSortByKey()
2362
0
{
2363
0
    struct StaticFunc
2364
0
    {
2365
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2366
0
        {
2367
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2368
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2369
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2370
0
            return 0;
2371
0
        }
2372
0
    };
2373
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2374
0
}
2375
2376
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2377
0
{
2378
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2379
0
    if (it == Data.end() || it->key != key)
2380
0
        return default_val;
2381
0
    return it->val_i;
2382
0
}
2383
2384
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2385
0
{
2386
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2387
0
}
2388
2389
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2390
0
{
2391
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2392
0
    if (it == Data.end() || it->key != key)
2393
0
        return default_val;
2394
0
    return it->val_f;
2395
0
}
2396
2397
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2398
22.7k
{
2399
22.7k
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2400
22.7k
    if (it == Data.end() || it->key != key)
2401
3
        return NULL;
2402
22.7k
    return it->val_p;
2403
22.7k
}
2404
2405
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2406
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2407
0
{
2408
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2409
0
    if (it == Data.end() || it->key != key)
2410
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2411
0
    return &it->val_i;
2412
0
}
2413
2414
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2415
0
{
2416
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2417
0
}
2418
2419
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2420
0
{
2421
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2422
0
    if (it == Data.end() || it->key != key)
2423
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2424
0
    return &it->val_f;
2425
0
}
2426
2427
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2428
0
{
2429
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2430
0
    if (it == Data.end() || it->key != key)
2431
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2432
0
    return &it->val_p;
2433
0
}
2434
2435
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2436
void ImGuiStorage::SetInt(ImGuiID key, int val)
2437
0
{
2438
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2439
0
    if (it == Data.end() || it->key != key)
2440
0
    {
2441
0
        Data.insert(it, ImGuiStoragePair(key, val));
2442
0
        return;
2443
0
    }
2444
0
    it->val_i = val;
2445
0
}
2446
2447
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2448
0
{
2449
0
    SetInt(key, val ? 1 : 0);
2450
0
}
2451
2452
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2453
0
{
2454
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2455
0
    if (it == Data.end() || it->key != key)
2456
0
    {
2457
0
        Data.insert(it, ImGuiStoragePair(key, val));
2458
0
        return;
2459
0
    }
2460
0
    it->val_f = val;
2461
0
}
2462
2463
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2464
3
{
2465
3
    ImGuiStoragePair* it = LowerBound(Data, key);
2466
3
    if (it == Data.end() || it->key != key)
2467
3
    {
2468
3
        Data.insert(it, ImGuiStoragePair(key, val));
2469
3
        return;
2470
3
    }
2471
0
    it->val_p = val;
2472
0
}
2473
2474
void ImGuiStorage::SetAllInt(int v)
2475
0
{
2476
0
    for (int i = 0; i < Data.Size; i++)
2477
0
        Data[i].val_i = v;
2478
0
}
2479
2480
//-----------------------------------------------------------------------------
2481
// [SECTION] ImGuiTextFilter
2482
//-----------------------------------------------------------------------------
2483
2484
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2485
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2486
0
{
2487
0
    InputBuf[0] = 0;
2488
0
    CountGrep = 0;
2489
0
    if (default_filter)
2490
0
    {
2491
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2492
0
        Build();
2493
0
    }
2494
0
}
2495
2496
bool ImGuiTextFilter::Draw(const char* label, float width)
2497
0
{
2498
0
    if (width != 0.0f)
2499
0
        ImGui::SetNextItemWidth(width);
2500
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2501
0
    if (value_changed)
2502
0
        Build();
2503
0
    return value_changed;
2504
0
}
2505
2506
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2507
0
{
2508
0
    out->resize(0);
2509
0
    const char* wb = b;
2510
0
    const char* we = wb;
2511
0
    while (we < e)
2512
0
    {
2513
0
        if (*we == separator)
2514
0
        {
2515
0
            out->push_back(ImGuiTextRange(wb, we));
2516
0
            wb = we + 1;
2517
0
        }
2518
0
        we++;
2519
0
    }
2520
0
    if (wb != we)
2521
0
        out->push_back(ImGuiTextRange(wb, we));
2522
0
}
2523
2524
void ImGuiTextFilter::Build()
2525
0
{
2526
0
    Filters.resize(0);
2527
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2528
0
    input_range.split(',', &Filters);
2529
2530
0
    CountGrep = 0;
2531
0
    for (int i = 0; i != Filters.Size; i++)
2532
0
    {
2533
0
        ImGuiTextRange& f = Filters[i];
2534
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2535
0
            f.b++;
2536
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2537
0
            f.e--;
2538
0
        if (f.empty())
2539
0
            continue;
2540
0
        if (Filters[i].b[0] != '-')
2541
0
            CountGrep += 1;
2542
0
    }
2543
0
}
2544
2545
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2546
0
{
2547
0
    if (Filters.empty())
2548
0
        return true;
2549
2550
0
    if (text == NULL)
2551
0
        text = "";
2552
2553
0
    for (int i = 0; i != Filters.Size; i++)
2554
0
    {
2555
0
        const ImGuiTextRange& f = Filters[i];
2556
0
        if (f.empty())
2557
0
            continue;
2558
0
        if (f.b[0] == '-')
2559
0
        {
2560
            // Subtract
2561
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2562
0
                return false;
2563
0
        }
2564
0
        else
2565
0
        {
2566
            // Grep
2567
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2568
0
                return true;
2569
0
        }
2570
0
    }
2571
2572
    // Implicit * grep
2573
0
    if (CountGrep == 0)
2574
0
        return true;
2575
2576
0
    return false;
2577
0
}
2578
2579
//-----------------------------------------------------------------------------
2580
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2581
//-----------------------------------------------------------------------------
2582
2583
// On some platform vsnprintf() takes va_list by reference and modifies it.
2584
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2585
#ifndef va_copy
2586
#if defined(__GNUC__) || defined(__clang__)
2587
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2588
#else
2589
#define va_copy(dest, src) (dest = src)
2590
#endif
2591
#endif
2592
2593
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2594
2595
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2596
0
{
2597
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2598
2599
    // Add zero-terminator the first time
2600
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2601
0
    const int needed_sz = write_off + len;
2602
0
    if (write_off + len >= Buf.Capacity)
2603
0
    {
2604
0
        int new_capacity = Buf.Capacity * 2;
2605
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2606
0
    }
2607
2608
0
    Buf.resize(needed_sz);
2609
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2610
0
    Buf[write_off - 1 + len] = 0;
2611
0
}
2612
2613
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2614
0
{
2615
0
    va_list args;
2616
0
    va_start(args, fmt);
2617
0
    appendfv(fmt, args);
2618
0
    va_end(args);
2619
0
}
2620
2621
// Helper: Text buffer for logging/accumulating text
2622
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2623
0
{
2624
0
    va_list args_copy;
2625
0
    va_copy(args_copy, args);
2626
2627
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2628
0
    if (len <= 0)
2629
0
    {
2630
0
        va_end(args_copy);
2631
0
        return;
2632
0
    }
2633
2634
    // Add zero-terminator the first time
2635
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2636
0
    const int needed_sz = write_off + len;
2637
0
    if (write_off + len >= Buf.Capacity)
2638
0
    {
2639
0
        int new_capacity = Buf.Capacity * 2;
2640
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2641
0
    }
2642
2643
0
    Buf.resize(needed_sz);
2644
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2645
0
    va_end(args_copy);
2646
0
}
2647
2648
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2649
0
{
2650
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2651
0
    if (old_size == new_size)
2652
0
        return;
2653
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2654
0
        LineOffsets.push_back(EndOffset);
2655
0
    const char* base_end = base + new_size;
2656
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2657
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2658
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2659
0
    EndOffset = ImMax(EndOffset, new_size);
2660
0
}
2661
2662
//-----------------------------------------------------------------------------
2663
// [SECTION] ImGuiListClipper
2664
// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed
2665
// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)
2666
//-----------------------------------------------------------------------------
2667
2668
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2669
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2670
static bool GetSkipItemForListClipping()
2671
0
{
2672
0
    ImGuiContext& g = *GImGui;
2673
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2674
0
}
2675
2676
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2677
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
2678
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
2679
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
2680
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2681
{
2682
    ImGuiContext& g = *GImGui;
2683
    ImGuiWindow* window = g.CurrentWindow;
2684
    if (g.LogEnabled)
2685
    {
2686
        // If logging is active, do not perform any clipping
2687
        *out_items_display_start = 0;
2688
        *out_items_display_end = items_count;
2689
        return;
2690
    }
2691
    if (GetSkipItemForListClipping())
2692
    {
2693
        *out_items_display_start = *out_items_display_end = 0;
2694
        return;
2695
    }
2696
2697
    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2698
    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
2699
    ImRect rect = window->ClipRect;
2700
    if (g.NavMoveScoringItems)
2701
        rect.Add(g.NavScoringNoClipRect);
2702
    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2703
        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
2704
2705
    const ImVec2 pos = window->DC.CursorPos;
2706
    int start = (int)((rect.Min.y - pos.y) / items_height);
2707
    int end = (int)((rect.Max.y - pos.y) / items_height);
2708
2709
    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2710
    // FIXME: Verify this works with tabbing
2711
    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2712
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
2713
        start--;
2714
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
2715
        end++;
2716
2717
    start = ImClamp(start, 0, items_count);
2718
    end = ImClamp(end + 1, start, items_count);
2719
    *out_items_display_start = start;
2720
    *out_items_display_end = end;
2721
}
2722
#endif
2723
2724
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2725
0
{
2726
0
    if (ranges.Size - offset <= 1)
2727
0
        return;
2728
2729
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2730
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2731
0
        for (int i = offset; i < sort_end + offset; ++i)
2732
0
            if (ranges[i].Min > ranges[i + 1].Min)
2733
0
                ImSwap(ranges[i], ranges[i + 1]);
2734
2735
    // Now fuse ranges together as much as possible.
2736
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2737
0
    {
2738
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2739
0
        if (ranges[i - 1].Max < ranges[i].Min)
2740
0
            continue;
2741
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2742
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2743
0
        ranges.erase(ranges.Data + i);
2744
0
        i--;
2745
0
    }
2746
0
}
2747
2748
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2749
0
{
2750
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2751
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2752
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2753
0
    ImGuiContext& g = *GImGui;
2754
0
    ImGuiWindow* window = g.CurrentWindow;
2755
0
    float off_y = pos_y - window->DC.CursorPos.y;
2756
0
    window->DC.CursorPos.y = pos_y;
2757
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2758
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2759
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2760
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2761
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2762
0
    if (ImGuiTable* table = g.CurrentTable)
2763
0
    {
2764
0
        if (table->IsInsideRow)
2765
0
            ImGui::TableEndRow(table);
2766
0
        table->RowPosY2 = window->DC.CursorPos.y;
2767
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2768
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2769
0
        table->RowBgColorCounter += row_increase;
2770
0
    }
2771
0
}
2772
2773
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2774
0
{
2775
    // StartPosY starts from ItemsFrozen hence the subtraction
2776
    // Perform the add and multiply with double to allow seeking through larger ranges
2777
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2778
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2779
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2780
0
}
2781
2782
ImGuiListClipper::ImGuiListClipper()
2783
0
{
2784
0
    memset(this, 0, sizeof(*this));
2785
0
    Ctx = ImGui::GetCurrentContext();
2786
0
    IM_ASSERT(Ctx != NULL);
2787
0
    ItemsCount = -1;
2788
0
}
2789
2790
ImGuiListClipper::~ImGuiListClipper()
2791
0
{
2792
0
    End();
2793
0
}
2794
2795
void ImGuiListClipper::Begin(int items_count, float items_height)
2796
0
{
2797
0
    ImGuiContext& g = *Ctx;
2798
0
    ImGuiWindow* window = g.CurrentWindow;
2799
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2800
2801
0
    if (ImGuiTable* table = g.CurrentTable)
2802
0
        if (table->IsInsideRow)
2803
0
            ImGui::TableEndRow(table);
2804
2805
0
    StartPosY = window->DC.CursorPos.y;
2806
0
    ItemsHeight = items_height;
2807
0
    ItemsCount = items_count;
2808
0
    DisplayStart = -1;
2809
0
    DisplayEnd = 0;
2810
2811
    // Acquire temporary buffer
2812
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2813
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2814
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2815
0
    data->Reset(this);
2816
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2817
0
    TempData = data;
2818
0
}
2819
2820
void ImGuiListClipper::End()
2821
0
{
2822
0
    ImGuiContext& g = *Ctx;
2823
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2824
0
    {
2825
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2826
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2827
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2828
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2829
2830
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2831
0
        IM_ASSERT(data->ListClipper == this);
2832
0
        data->StepNo = data->Ranges.Size;
2833
0
        if (--g.ClipperTempDataStacked > 0)
2834
0
        {
2835
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2836
0
            data->ListClipper->TempData = data;
2837
0
        }
2838
0
        TempData = NULL;
2839
0
    }
2840
0
    ItemsCount = -1;
2841
0
}
2842
2843
void ImGuiListClipper::ForceDisplayRangeByIndices(int item_min, int item_max)
2844
0
{
2845
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2846
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2847
0
    IM_ASSERT(item_min <= item_max);
2848
0
    if (item_min < item_max)
2849
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_min, item_max));
2850
0
}
2851
2852
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2853
0
{
2854
0
    ImGuiContext& g = *clipper->Ctx;
2855
0
    ImGuiWindow* window = g.CurrentWindow;
2856
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2857
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2858
2859
0
    ImGuiTable* table = g.CurrentTable;
2860
0
    if (table && table->IsInsideRow)
2861
0
        ImGui::TableEndRow(table);
2862
2863
    // No items
2864
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2865
0
        return false;
2866
2867
    // While we are in frozen row state, keep displaying items one by one, unclipped
2868
    // FIXME: Could be stored as a table-agnostic state.
2869
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2870
0
    {
2871
0
        clipper->DisplayStart = data->ItemsFrozen;
2872
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2873
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2874
0
            data->ItemsFrozen++;
2875
0
        return true;
2876
0
    }
2877
2878
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2879
0
    bool calc_clipping = false;
2880
0
    if (data->StepNo == 0)
2881
0
    {
2882
0
        clipper->StartPosY = window->DC.CursorPos.y;
2883
0
        if (clipper->ItemsHeight <= 0.0f)
2884
0
        {
2885
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2886
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2887
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2888
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2889
0
            data->StepNo = 1;
2890
0
            return true;
2891
0
        }
2892
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2893
0
    }
2894
2895
    // Step 1: Let the clipper infer height from first range
2896
0
    if (clipper->ItemsHeight <= 0.0f)
2897
0
    {
2898
0
        IM_ASSERT(data->StepNo == 1);
2899
0
        if (table)
2900
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
2901
2902
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
2903
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
2904
0
        if (affected_by_floating_point_precision)
2905
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
2906
2907
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
2908
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
2909
0
    }
2910
2911
    // Step 0 or 1: Calculate the actual ranges of visible elements.
2912
0
    const int already_submitted = clipper->DisplayEnd;
2913
0
    if (calc_clipping)
2914
0
    {
2915
0
        if (g.LogEnabled)
2916
0
        {
2917
            // If logging is active, do not perform any clipping
2918
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
2919
0
        }
2920
0
        else
2921
0
        {
2922
            // Add range selected to be included for navigation
2923
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2924
0
            if (is_nav_request)
2925
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
2926
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)
2927
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
2928
2929
            // Add focused/active item
2930
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
2931
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
2932
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
2933
2934
            // Add visible range
2935
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
2936
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
2937
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
2938
0
        }
2939
2940
        // Convert position ranges to item index ranges
2941
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
2942
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
2943
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
2944
0
        for (int i = 0; i < data->Ranges.Size; i++)
2945
0
            if (data->Ranges[i].PosToIndexConvert)
2946
0
            {
2947
0
                int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
2948
0
                int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
2949
0
                data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
2950
0
                data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, clipper->ItemsCount);
2951
0
                data->Ranges[i].PosToIndexConvert = false;
2952
0
            }
2953
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
2954
0
    }
2955
2956
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
2957
0
    if (data->StepNo < data->Ranges.Size)
2958
0
    {
2959
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
2960
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
2961
0
        if (clipper->DisplayStart > already_submitted) //-V1051
2962
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
2963
0
        data->StepNo++;
2964
0
        return true;
2965
0
    }
2966
2967
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
2968
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
2969
0
    if (clipper->ItemsCount < INT_MAX)
2970
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
2971
2972
0
    return false;
2973
0
}
2974
2975
bool ImGuiListClipper::Step()
2976
0
{
2977
0
    ImGuiContext& g = *Ctx;
2978
0
    bool need_items_height = (ItemsHeight <= 0.0f);
2979
0
    bool ret = ImGuiListClipper_StepInternal(this);
2980
0
    if (ret && (DisplayStart == DisplayEnd))
2981
0
        ret = false;
2982
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
2983
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
2984
0
    if (need_items_height && ItemsHeight > 0.0f)
2985
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
2986
0
    if (ret)
2987
0
    {
2988
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
2989
0
    }
2990
0
    else
2991
0
    {
2992
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
2993
0
        End();
2994
0
    }
2995
0
    return ret;
2996
0
}
2997
2998
//-----------------------------------------------------------------------------
2999
// [SECTION] STYLING
3000
//-----------------------------------------------------------------------------
3001
3002
ImGuiStyle& ImGui::GetStyle()
3003
51.1k
{
3004
51.1k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3005
51.1k
    return GImGui->Style;
3006
51.1k
}
3007
3008
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3009
126k
{
3010
126k
    ImGuiStyle& style = GImGui->Style;
3011
126k
    ImVec4 c = style.Colors[idx];
3012
126k
    c.w *= style.Alpha * alpha_mul;
3013
126k
    return ColorConvertFloat4ToU32(c);
3014
126k
}
3015
3016
ImU32 ImGui::GetColorU32(const ImVec4& col)
3017
0
{
3018
0
    ImGuiStyle& style = GImGui->Style;
3019
0
    ImVec4 c = col;
3020
0
    c.w *= style.Alpha;
3021
0
    return ColorConvertFloat4ToU32(c);
3022
0
}
3023
3024
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3025
0
{
3026
0
    ImGuiStyle& style = GImGui->Style;
3027
0
    return style.Colors[idx];
3028
0
}
3029
3030
ImU32 ImGui::GetColorU32(ImU32 col)
3031
0
{
3032
0
    ImGuiStyle& style = GImGui->Style;
3033
0
    if (style.Alpha >= 1.0f)
3034
0
        return col;
3035
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3036
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
3037
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3038
0
}
3039
3040
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3041
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3042
0
{
3043
0
    ImGuiContext& g = *GImGui;
3044
0
    ImGuiColorMod backup;
3045
0
    backup.Col = idx;
3046
0
    backup.BackupValue = g.Style.Colors[idx];
3047
0
    g.ColorStack.push_back(backup);
3048
0
    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3049
0
}
3050
3051
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3052
7.58k
{
3053
7.58k
    ImGuiContext& g = *GImGui;
3054
7.58k
    ImGuiColorMod backup;
3055
7.58k
    backup.Col = idx;
3056
7.58k
    backup.BackupValue = g.Style.Colors[idx];
3057
7.58k
    g.ColorStack.push_back(backup);
3058
7.58k
    g.Style.Colors[idx] = col;
3059
7.58k
}
3060
3061
void ImGui::PopStyleColor(int count)
3062
7.58k
{
3063
7.58k
    ImGuiContext& g = *GImGui;
3064
7.58k
    if (g.ColorStack.Size < count)
3065
0
    {
3066
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3067
0
        count = g.ColorStack.Size;
3068
0
    }
3069
15.1k
    while (count > 0)
3070
7.58k
    {
3071
7.58k
        ImGuiColorMod& backup = g.ColorStack.back();
3072
7.58k
        g.Style.Colors[backup.Col] = backup.BackupValue;
3073
7.58k
        g.ColorStack.pop_back();
3074
7.58k
        count--;
3075
7.58k
    }
3076
7.58k
}
3077
3078
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3079
{
3080
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3081
};
3082
3083
static const ImGuiDataVarInfo GStyleVarInfo[] =
3084
{
3085
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha
3086
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha
3087
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding
3088
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding
3089
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize
3090
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize
3091
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign
3092
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding
3093
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize
3094
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding
3095
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize
3096
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding
3097
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding
3098
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize
3099
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing
3100
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing
3101
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing
3102
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding
3103
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize
3104
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding
3105
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize
3106
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding
3107
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding
3108
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign
3109
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
3110
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3111
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) },     // ImGuiStyleVar_SeparatorTextAlign
3112
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) },   // ImGuiStyleVar_SeparatorTextPadding
3113
};
3114
3115
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3116
15.1k
{
3117
15.1k
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3118
15.1k
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3119
15.1k
    return &GStyleVarInfo[idx];
3120
15.1k
}
3121
3122
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3123
0
{
3124
0
    ImGuiContext& g = *GImGui;
3125
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3126
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3127
0
    {
3128
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3129
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3130
0
        *pvar = val;
3131
0
        return;
3132
0
    }
3133
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3134
0
}
3135
3136
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3137
7.58k
{
3138
7.58k
    ImGuiContext& g = *GImGui;
3139
7.58k
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3140
7.58k
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3141
7.58k
    {
3142
7.58k
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3143
7.58k
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3144
7.58k
        *pvar = val;
3145
7.58k
        return;
3146
7.58k
    }
3147
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3148
0
}
3149
3150
void ImGui::PopStyleVar(int count)
3151
7.58k
{
3152
7.58k
    ImGuiContext& g = *GImGui;
3153
7.58k
    if (g.StyleVarStack.Size < count)
3154
0
    {
3155
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3156
0
        count = g.StyleVarStack.Size;
3157
0
    }
3158
15.1k
    while (count > 0)
3159
7.58k
    {
3160
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3161
7.58k
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3162
7.58k
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3163
7.58k
        void* data = info->GetVarPtr(&g.Style);
3164
7.58k
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3165
7.58k
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3166
7.58k
        g.StyleVarStack.pop_back();
3167
7.58k
        count--;
3168
7.58k
    }
3169
7.58k
}
3170
3171
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3172
0
{
3173
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3174
0
    switch (idx)
3175
0
    {
3176
0
    case ImGuiCol_Text: return "Text";
3177
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3178
0
    case ImGuiCol_WindowBg: return "WindowBg";
3179
0
    case ImGuiCol_ChildBg: return "ChildBg";
3180
0
    case ImGuiCol_PopupBg: return "PopupBg";
3181
0
    case ImGuiCol_Border: return "Border";
3182
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3183
0
    case ImGuiCol_FrameBg: return "FrameBg";
3184
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3185
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3186
0
    case ImGuiCol_TitleBg: return "TitleBg";
3187
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3188
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3189
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3190
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3191
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3192
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3193
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3194
0
    case ImGuiCol_CheckMark: return "CheckMark";
3195
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3196
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3197
0
    case ImGuiCol_Button: return "Button";
3198
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3199
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3200
0
    case ImGuiCol_Header: return "Header";
3201
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3202
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3203
0
    case ImGuiCol_Separator: return "Separator";
3204
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3205
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3206
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3207
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3208
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3209
0
    case ImGuiCol_Tab: return "Tab";
3210
0
    case ImGuiCol_TabHovered: return "TabHovered";
3211
0
    case ImGuiCol_TabActive: return "TabActive";
3212
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3213
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3214
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3215
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3216
0
    case ImGuiCol_PlotLines: return "PlotLines";
3217
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3218
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3219
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3220
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3221
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3222
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3223
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3224
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3225
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3226
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3227
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3228
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3229
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3230
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3231
0
    }
3232
0
    IM_ASSERT(0);
3233
0
    return "Unknown";
3234
0
}
3235
3236
3237
//-----------------------------------------------------------------------------
3238
// [SECTION] RENDER HELPERS
3239
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3240
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3241
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3242
//-----------------------------------------------------------------------------
3243
3244
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3245
30.3k
{
3246
30.3k
    const char* text_display_end = text;
3247
30.3k
    if (!text_end)
3248
30.3k
        text_end = (const char*)-1;
3249
3250
273k
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3251
242k
        text_display_end++;
3252
30.3k
    return text_display_end;
3253
30.3k
}
3254
3255
// Internal ImGui functions to render text
3256
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3257
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3258
0
{
3259
0
    ImGuiContext& g = *GImGui;
3260
0
    ImGuiWindow* window = g.CurrentWindow;
3261
3262
    // Hide anything after a '##' string
3263
0
    const char* text_display_end;
3264
0
    if (hide_text_after_hash)
3265
0
    {
3266
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3267
0
    }
3268
0
    else
3269
0
    {
3270
0
        if (!text_end)
3271
0
            text_end = text + strlen(text); // FIXME-OPT
3272
0
        text_display_end = text_end;
3273
0
    }
3274
3275
0
    if (text != text_display_end)
3276
0
    {
3277
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3278
0
        if (g.LogEnabled)
3279
0
            LogRenderedText(&pos, text, text_display_end);
3280
0
    }
3281
0
}
3282
3283
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3284
0
{
3285
0
    ImGuiContext& g = *GImGui;
3286
0
    ImGuiWindow* window = g.CurrentWindow;
3287
3288
0
    if (!text_end)
3289
0
        text_end = text + strlen(text); // FIXME-OPT
3290
3291
0
    if (text != text_end)
3292
0
    {
3293
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3294
0
        if (g.LogEnabled)
3295
0
            LogRenderedText(&pos, text, text_end);
3296
0
    }
3297
0
}
3298
3299
// Default clip_rect uses (pos_min,pos_max)
3300
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3301
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3302
15.1k
{
3303
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3304
15.1k
    ImVec2 pos = pos_min;
3305
15.1k
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3306
3307
15.1k
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3308
15.1k
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3309
15.1k
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3310
15.1k
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3311
15.1k
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3312
3313
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3314
15.1k
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3315
15.1k
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3316
3317
    // Render
3318
15.1k
    if (need_clipping)
3319
7.58k
    {
3320
7.58k
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3321
7.58k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3322
7.58k
    }
3323
7.58k
    else
3324
7.58k
    {
3325
7.58k
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3326
7.58k
    }
3327
15.1k
}
3328
3329
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3330
15.1k
{
3331
    // Hide anything after a '##' string
3332
15.1k
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3333
15.1k
    const int text_len = (int)(text_display_end - text);
3334
15.1k
    if (text_len == 0)
3335
0
        return;
3336
3337
15.1k
    ImGuiContext& g = *GImGui;
3338
15.1k
    ImGuiWindow* window = g.CurrentWindow;
3339
15.1k
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3340
15.1k
    if (g.LogEnabled)
3341
0
        LogRenderedText(&pos_min, text, text_display_end);
3342
15.1k
}
3343
3344
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3345
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3346
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3347
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3348
0
{
3349
0
    ImGuiContext& g = *GImGui;
3350
0
    if (text_end_full == NULL)
3351
0
        text_end_full = FindRenderedTextEnd(text);
3352
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3353
3354
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3355
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3356
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3357
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3358
0
    if (text_size.x > pos_max.x - pos_min.x)
3359
0
    {
3360
        // Hello wo...
3361
        // |       |   |
3362
        // min   max   ellipsis_max
3363
        //          <-> this is generally some padding value
3364
3365
0
        const ImFont* font = draw_list->_Data->Font;
3366
0
        const float font_size = draw_list->_Data->FontSize;
3367
0
        const float font_scale = font_size / font->FontSize;
3368
0
        const char* text_end_ellipsis = NULL;
3369
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3370
3371
        // We can now claim the space between pos_max.x and ellipsis_max.x
3372
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3373
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3374
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3375
0
        {
3376
            // Always display at least 1 character if there's no room for character + ellipsis
3377
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3378
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3379
0
        }
3380
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3381
0
        {
3382
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3383
0
            text_end_ellipsis--;
3384
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3385
0
        }
3386
3387
        // Render text, render ellipsis
3388
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3389
0
        ImVec2 ellipsis_pos = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3390
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3391
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3392
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3393
0
    }
3394
0
    else
3395
0
    {
3396
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3397
0
    }
3398
3399
0
    if (g.LogEnabled)
3400
0
        LogRenderedText(&pos_min, text, text_end_full);
3401
0
}
3402
3403
// Render a rectangle shaped with optional rounding and borders
3404
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3405
7
{
3406
7
    ImGuiContext& g = *GImGui;
3407
7
    ImGuiWindow* window = g.CurrentWindow;
3408
7
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3409
7
    const float border_size = g.Style.FrameBorderSize;
3410
7
    if (border && border_size > 0.0f)
3411
7
    {
3412
7
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3413
7
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3414
7
    }
3415
7
}
3416
3417
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3418
0
{
3419
0
    ImGuiContext& g = *GImGui;
3420
0
    ImGuiWindow* window = g.CurrentWindow;
3421
0
    const float border_size = g.Style.FrameBorderSize;
3422
0
    if (border_size > 0.0f)
3423
0
    {
3424
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3425
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3426
0
    }
3427
0
}
3428
3429
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3430
11.1k
{
3431
11.1k
    ImGuiContext& g = *GImGui;
3432
11.1k
    if (id != g.NavId)
3433
6.47k
        return;
3434
4.62k
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3435
895
        return;
3436
3.73k
    ImGuiWindow* window = g.CurrentWindow;
3437
3.73k
    if (window->DC.NavHideHighlightOneFrame)
3438
0
        return;
3439
3440
3.73k
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3441
3.73k
    ImRect display_rect = bb;
3442
3.73k
    display_rect.ClipWith(window->ClipRect);
3443
3.73k
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3444
197
    {
3445
197
        const float THICKNESS = 2.0f;
3446
197
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3447
197
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3448
197
        bool fully_visible = window->ClipRect.Contains(display_rect);
3449
197
        if (!fully_visible)
3450
92
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3451
197
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3452
197
        if (!fully_visible)
3453
92
            window->DrawList->PopClipRect();
3454
197
    }
3455
3.73k
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3456
3.53k
    {
3457
3.53k
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3458
3.53k
    }
3459
3.73k
}
3460
3461
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3462
0
{
3463
0
    ImGuiContext& g = *GImGui;
3464
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3465
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3466
0
    for (int n = 0; n < g.Viewports.Size; n++)
3467
0
    {
3468
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3469
0
        ImVec2 offset, size, uv[4];
3470
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3471
0
            continue;
3472
0
        ImGuiViewportP* viewport = g.Viewports[n];
3473
0
        const ImVec2 pos = base_pos - offset;
3474
0
        const float scale = base_scale * viewport->DpiScale;
3475
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3476
0
            continue;
3477
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3478
0
        ImTextureID tex_id = font_atlas->TexID;
3479
0
        draw_list->PushTextureID(tex_id);
3480
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3481
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3482
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3483
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3484
0
        draw_list->PopTextureID();
3485
0
    }
3486
0
}
3487
3488
//-----------------------------------------------------------------------------
3489
// [SECTION] INITIALIZATION, SHUTDOWN
3490
//-----------------------------------------------------------------------------
3491
3492
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3493
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3494
ImGuiContext* ImGui::GetCurrentContext()
3495
1
{
3496
1
    return GImGui;
3497
1
}
3498
3499
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3500
1
{
3501
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3502
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3503
#else
3504
1
    GImGui = ctx;
3505
1
#endif
3506
1
}
3507
3508
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3509
0
{
3510
0
    GImAllocatorAllocFunc = alloc_func;
3511
0
    GImAllocatorFreeFunc = free_func;
3512
0
    GImAllocatorUserData = user_data;
3513
0
}
3514
3515
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3516
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3517
0
{
3518
0
    *p_alloc_func = GImAllocatorAllocFunc;
3519
0
    *p_free_func = GImAllocatorFreeFunc;
3520
0
    *p_user_data = GImAllocatorUserData;
3521
0
}
3522
3523
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3524
1
{
3525
1
    ImGuiContext* prev_ctx = GetCurrentContext();
3526
1
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3527
1
    SetCurrentContext(ctx);
3528
1
    Initialize();
3529
1
    if (prev_ctx != NULL)
3530
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3531
1
    return ctx;
3532
1
}
3533
3534
void ImGui::DestroyContext(ImGuiContext* ctx)
3535
0
{
3536
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3537
0
    if (ctx == NULL) //-V1051
3538
0
        ctx = prev_ctx;
3539
0
    SetCurrentContext(ctx);
3540
0
    Shutdown();
3541
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3542
0
    IM_DELETE(ctx);
3543
0
}
3544
3545
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3546
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3547
{
3548
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3549
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3550
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3551
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3552
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3553
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3554
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3555
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3556
};
3557
3558
void ImGui::Initialize()
3559
1
{
3560
1
    ImGuiContext& g = *GImGui;
3561
1
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3562
3563
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3564
1
    {
3565
1
        ImGuiSettingsHandler ini_handler;
3566
1
        ini_handler.TypeName = "Window";
3567
1
        ini_handler.TypeHash = ImHashStr("Window");
3568
1
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3569
1
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3570
1
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3571
1
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3572
1
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3573
1
        AddSettingsHandler(&ini_handler);
3574
1
    }
3575
1
    TableSettingsAddSettingsHandler();
3576
3577
    // Setup default localization table
3578
1
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3579
3580
    // Setup default platform clipboard/IME handlers.
3581
1
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3582
1
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3583
1
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3584
1
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3585
3586
    // Create default viewport
3587
1
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3588
1
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3589
1
    viewport->Idx = 0;
3590
1
    viewport->PlatformWindowCreated = true;
3591
1
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3592
1
    g.Viewports.push_back(viewport);
3593
1
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3594
1
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3595
3596
1
#ifdef IMGUI_HAS_DOCK
3597
    // Initialize Docking
3598
1
    DockContextInitialize(&g);
3599
1
#endif
3600
3601
1
    g.Initialized = true;
3602
1
}
3603
3604
// This function is merely here to free heap allocations.
3605
void ImGui::Shutdown()
3606
0
{
3607
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3608
0
    ImGuiContext& g = *GImGui;
3609
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3610
0
    {
3611
0
        g.IO.Fonts->Locked = false;
3612
0
        IM_DELETE(g.IO.Fonts);
3613
0
    }
3614
0
    g.IO.Fonts = NULL;
3615
0
    g.DrawListSharedData.TempBuffer.clear();
3616
3617
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3618
0
    if (!g.Initialized)
3619
0
        return;
3620
3621
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3622
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3623
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3624
3625
    // Destroy platform windows
3626
0
    DestroyPlatformWindows();
3627
3628
    // Shutdown extensions
3629
0
    DockContextShutdown(&g);
3630
3631
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3632
3633
    // Clear everything else
3634
0
    g.Windows.clear_delete();
3635
0
    g.WindowsFocusOrder.clear();
3636
0
    g.WindowsTempSortBuffer.clear();
3637
0
    g.CurrentWindow = NULL;
3638
0
    g.CurrentWindowStack.clear();
3639
0
    g.WindowsById.Clear();
3640
0
    g.NavWindow = NULL;
3641
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3642
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3643
0
    g.MovingWindow = NULL;
3644
3645
0
    g.KeysRoutingTable.Clear();
3646
3647
0
    g.ColorStack.clear();
3648
0
    g.StyleVarStack.clear();
3649
0
    g.FontStack.clear();
3650
0
    g.OpenPopupStack.clear();
3651
0
    g.BeginPopupStack.clear();
3652
3653
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3654
0
    g.Viewports.clear_delete();
3655
3656
0
    g.TabBars.Clear();
3657
0
    g.CurrentTabBarStack.clear();
3658
0
    g.ShrinkWidthBuffer.clear();
3659
3660
0
    g.ClipperTempData.clear_destruct();
3661
3662
0
    g.Tables.Clear();
3663
0
    g.TablesTempData.clear_destruct();
3664
0
    g.DrawChannelsTempMergeBuffer.clear();
3665
3666
0
    g.ClipboardHandlerData.clear();
3667
0
    g.MenusIdSubmittedThisFrame.clear();
3668
0
    g.InputTextState.ClearFreeMemory();
3669
3670
0
    g.SettingsWindows.clear();
3671
0
    g.SettingsHandlers.clear();
3672
3673
0
    if (g.LogFile)
3674
0
    {
3675
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3676
0
        if (g.LogFile != stdout)
3677
0
#endif
3678
0
            ImFileClose(g.LogFile);
3679
0
        g.LogFile = NULL;
3680
0
    }
3681
0
    g.LogBuffer.clear();
3682
0
    g.DebugLogBuf.clear();
3683
0
    g.DebugLogIndex.clear();
3684
3685
0
    g.Initialized = false;
3686
0
}
3687
3688
// No specific ordering/dependency support, will see as needed
3689
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3690
0
{
3691
0
    ImGuiContext& g = *ctx;
3692
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3693
0
    g.Hooks.push_back(*hook);
3694
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3695
0
    return g.HookIdNext;
3696
0
}
3697
3698
// Deferred removal, avoiding issue with changing vector while iterating it
3699
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3700
0
{
3701
0
    ImGuiContext& g = *ctx;
3702
0
    IM_ASSERT(hook_id != 0);
3703
0
    for (int n = 0; n < g.Hooks.Size; n++)
3704
0
        if (g.Hooks[n].HookId == hook_id)
3705
0
            g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;
3706
0
}
3707
3708
// Call context hooks (used by e.g. test engine)
3709
// We assume a small number of hooks so all stored in same array
3710
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3711
45.5k
{
3712
45.5k
    ImGuiContext& g = *ctx;
3713
45.5k
    for (int n = 0; n < g.Hooks.Size; n++)
3714
0
        if (g.Hooks[n].Type == hook_type)
3715
0
            g.Hooks[n].Callback(&g, &g.Hooks[n]);
3716
45.5k
}
3717
3718
3719
//-----------------------------------------------------------------------------
3720
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3721
//-----------------------------------------------------------------------------
3722
3723
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3724
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3725
3
{
3726
3
    memset(this, 0, sizeof(*this));
3727
3
    Ctx = ctx;
3728
3
    Name = ImStrdup(name);
3729
3
    NameBufLen = (int)strlen(name) + 1;
3730
3
    ID = ImHashStr(name);
3731
3
    IDStack.push_back(ID);
3732
3
    ViewportAllowPlatformMonitorExtend = -1;
3733
3
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3734
3
    MoveId = GetID("#MOVE");
3735
3
    TabId = GetID("#TAB");
3736
3
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3737
3
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3738
3
    AutoFitFramesX = AutoFitFramesY = -1;
3739
3
    AutoPosLastDirection = ImGuiDir_None;
3740
3
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3741
3
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3742
3
    LastFrameActive = -1;
3743
3
    LastFrameJustFocused = -1;
3744
3
    LastTimeActive = -1.0f;
3745
3
    FontWindowScale = FontDpiScale = 1.0f;
3746
3
    SettingsOffset = -1;
3747
3
    DockOrder = -1;
3748
3
    DrawList = &DrawListInst;
3749
3
    DrawList->_Data = &Ctx->DrawListSharedData;
3750
3
    DrawList->_OwnerName = Name;
3751
3
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3752
3
}
3753
3754
ImGuiWindow::~ImGuiWindow()
3755
0
{
3756
0
    IM_ASSERT(DrawList == &DrawListInst);
3757
0
    IM_DELETE(Name);
3758
0
    ColumnsStorage.clear_destruct();
3759
0
}
3760
3761
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3762
45.5k
{
3763
45.5k
    ImGuiID seed = IDStack.back();
3764
45.5k
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3765
45.5k
    ImGuiContext& g = *Ctx;
3766
45.5k
    if (g.DebugHookIdInfo == id)
3767
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3768
45.5k
    return id;
3769
45.5k
}
3770
3771
ImGuiID ImGuiWindow::GetID(const void* ptr)
3772
0
{
3773
0
    ImGuiID seed = IDStack.back();
3774
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3775
0
    ImGuiContext& g = *Ctx;
3776
0
    if (g.DebugHookIdInfo == id)
3777
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3778
0
    return id;
3779
0
}
3780
3781
ImGuiID ImGuiWindow::GetID(int n)
3782
7.57k
{
3783
7.57k
    ImGuiID seed = IDStack.back();
3784
7.57k
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3785
7.57k
    ImGuiContext& g = *Ctx;
3786
7.57k
    if (g.DebugHookIdInfo == id)
3787
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3788
7.57k
    return id;
3789
7.57k
}
3790
3791
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3792
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3793
0
{
3794
0
    ImGuiID seed = IDStack.back();
3795
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3796
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3797
0
    return id;
3798
0
}
3799
3800
static void SetCurrentWindow(ImGuiWindow* window)
3801
45.5k
{
3802
45.5k
    ImGuiContext& g = *GImGui;
3803
45.5k
    g.CurrentWindow = window;
3804
45.5k
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3805
45.5k
    if (window)
3806
37.9k
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3807
45.5k
}
3808
3809
void ImGui::GcCompactTransientMiscBuffers()
3810
0
{
3811
0
    ImGuiContext& g = *GImGui;
3812
0
    g.ItemFlagsStack.clear();
3813
0
    g.GroupStack.clear();
3814
0
    TableGcCompactSettings();
3815
0
}
3816
3817
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3818
// Not freed:
3819
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3820
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3821
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3822
0
{
3823
0
    window->MemoryCompacted = true;
3824
0
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3825
0
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3826
0
    window->IDStack.clear();
3827
0
    window->DrawList->_ClearFreeMemory();
3828
0
    window->DC.ChildWindows.clear();
3829
0
    window->DC.ItemWidthStack.clear();
3830
0
    window->DC.TextWrapPosStack.clear();
3831
0
}
3832
3833
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3834
0
{
3835
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3836
    // The other buffers tends to amortize much faster.
3837
0
    window->MemoryCompacted = false;
3838
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3839
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3840
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3841
0
}
3842
3843
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3844
124
{
3845
124
    ImGuiContext& g = *GImGui;
3846
3847
    // While most behaved code would make an effort to not steal active id during window move/drag operations,
3848
    // we at least need to be resilient to it. Cancelling the move is rather aggressive and users of 'master' branch
3849
    // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3850
124
    if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3851
0
    {
3852
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3853
0
        g.MovingWindow = NULL;
3854
0
    }
3855
3856
    // Set active id
3857
124
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3858
124
    if (g.ActiveIdIsJustActivated)
3859
124
    {
3860
124
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3861
124
        g.ActiveIdTimer = 0.0f;
3862
124
        g.ActiveIdHasBeenPressedBefore = false;
3863
124
        g.ActiveIdHasBeenEditedBefore = false;
3864
124
        g.ActiveIdMouseButton = -1;
3865
124
        if (id != 0)
3866
63
        {
3867
63
            g.LastActiveId = id;
3868
63
            g.LastActiveIdTimer = 0.0f;
3869
63
        }
3870
124
    }
3871
124
    g.ActiveId = id;
3872
124
    g.ActiveIdAllowOverlap = false;
3873
124
    g.ActiveIdNoClearOnFocusLoss = false;
3874
124
    g.ActiveIdWindow = window;
3875
124
    g.ActiveIdHasBeenEditedThisFrame = false;
3876
124
    if (id)
3877
63
    {
3878
63
        g.ActiveIdIsAlive = id;
3879
63
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? (ImGuiInputSource)ImGuiInputSource_Nav : ImGuiInputSource_Mouse;
3880
63
    }
3881
3882
    // Clear declaration of inputs claimed by the widget
3883
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
3884
124
    g.ActiveIdUsingNavDirMask = 0x00;
3885
124
    g.ActiveIdUsingAllKeyboardKeys = false;
3886
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
3887
    g.ActiveIdUsingNavInputMask = 0x00;
3888
#endif
3889
124
}
3890
3891
void ImGui::ClearActiveID()
3892
61
{
3893
61
    SetActiveID(0, NULL); // g.ActiveId = 0;
3894
61
}
3895
3896
void ImGui::SetHoveredID(ImGuiID id)
3897
98
{
3898
98
    ImGuiContext& g = *GImGui;
3899
98
    g.HoveredId = id;
3900
98
    g.HoveredIdAllowOverlap = false;
3901
98
    if (id != 0 && g.HoveredIdPreviousFrame != id)
3902
35
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
3903
98
}
3904
3905
ImGuiID ImGui::GetHoveredID()
3906
0
{
3907
0
    ImGuiContext& g = *GImGui;
3908
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
3909
0
}
3910
3911
// This is called by ItemAdd().
3912
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
3913
void ImGui::KeepAliveID(ImGuiID id)
3914
36.8k
{
3915
36.8k
    ImGuiContext& g = *GImGui;
3916
36.8k
    if (g.ActiveId == id)
3917
167
        g.ActiveIdIsAlive = id;
3918
36.8k
    if (g.ActiveIdPreviousFrame == id)
3919
165
        g.ActiveIdPreviousFrameIsAlive = true;
3920
36.8k
}
3921
3922
void ImGui::MarkItemEdited(ImGuiID id)
3923
0
{
3924
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
3925
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
3926
0
    ImGuiContext& g = *GImGui;
3927
0
    IM_ASSERT(g.ActiveId == id || g.ActiveId == 0 || g.DragDropActive);
3928
0
    IM_UNUSED(id); // Avoid unused variable warnings when asserts are compiled out.
3929
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
3930
0
    g.ActiveIdHasBeenEditedThisFrame = true;
3931
0
    g.ActiveIdHasBeenEditedBefore = true;
3932
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
3933
0
}
3934
3935
static inline bool IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
3936
98
{
3937
    // An active popup disable hovering on other windows (apart from its own children)
3938
    // FIXME-OPT: This could be cached/stored within the window.
3939
98
    ImGuiContext& g = *GImGui;
3940
98
    if (g.NavWindow)
3941
45
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
3942
45
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
3943
0
            {
3944
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
3945
                // NB: The 'else' is important because Modal windows are also Popups.
3946
0
                bool want_inhibit = false;
3947
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
3948
0
                    want_inhibit = true;
3949
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
3950
0
                    want_inhibit = true;
3951
3952
                // Inhibit hover unless the window is within the stack of our modal/popup
3953
0
                if (want_inhibit)
3954
0
                    if (!ImGui::IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
3955
0
                        return false;
3956
0
            }
3957
3958
    // Filter by viewport
3959
98
    if (window->Viewport != g.MouseViewport)
3960
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
3961
0
            return false;
3962
3963
98
    return true;
3964
98
}
3965
3966
// This is roughly matching the behavior of internal-facing ItemHoverable()
3967
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
3968
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
3969
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
3970
0
{
3971
0
    ImGuiContext& g = *GImGui;
3972
0
    ImGuiWindow* window = g.CurrentWindow;
3973
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
3974
0
    {
3975
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
3976
0
            return false;
3977
0
        if (!IsItemFocused())
3978
0
            return false;
3979
0
    }
3980
0
    else
3981
0
    {
3982
        // Test for bounding box overlap, as updated as ItemAdd()
3983
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
3984
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
3985
0
            return false;
3986
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
3987
3988
        // Done with rectangle culling so we can perform heavier checks now
3989
        // Test if we are hovering the right window (our window could be behind another window)
3990
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
3991
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
3992
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
3993
        // the test that has been running for a long while.
3994
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
3995
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
3996
0
                return false;
3997
3998
        // Test if another item is active (e.g. being dragged)
3999
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4000
0
            if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap)
4001
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4002
0
                    return false;
4003
4004
        // Test if interactions on this window are blocked by an active popup or modal.
4005
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4006
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4007
0
            return false;
4008
4009
        // Test if the item is disabled
4010
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4011
0
            return false;
4012
4013
        // Special handling for calling after Begin() which represent the title bar or tab.
4014
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4015
        // will never be overwritten so we need to detect the case.
4016
0
        if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
4017
0
            return false;
4018
0
    }
4019
4020
    // Handle hover delay
4021
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4022
0
    float delay;
4023
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4024
0
        delay = g.IO.HoverDelayNormal;
4025
0
    else if (flags & ImGuiHoveredFlags_DelayShort)
4026
0
        delay = g.IO.HoverDelayShort;
4027
0
    else
4028
0
        delay = 0.0f;
4029
0
    if (delay > 0.0f)
4030
0
    {
4031
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4032
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverDelayIdPreviousFrame != hover_delay_id))
4033
0
            g.HoverDelayTimer = 0.0f;
4034
0
        g.HoverDelayId = hover_delay_id;
4035
0
        return g.HoverDelayTimer >= delay;
4036
0
    }
4037
4038
0
    return true;
4039
0
}
4040
4041
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4042
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
4043
29.9k
{
4044
29.9k
    ImGuiContext& g = *GImGui;
4045
29.9k
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4046
151
        return false;
4047
4048
29.7k
    ImGuiWindow* window = g.CurrentWindow;
4049
29.7k
    if (g.HoveredWindow != window)
4050
29.0k
        return false;
4051
666
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4052
201
        return false;
4053
465
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4054
367
        return false;
4055
4056
    // Done with rectangle culling so we can perform heavier checks now.
4057
98
    ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
4058
98
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4059
0
    {
4060
0
        g.HoveredIdDisabled = true;
4061
0
        return false;
4062
0
    }
4063
4064
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4065
    // hover test in widgets code. We could also decide to split this function is two.
4066
98
    if (id != 0)
4067
98
        SetHoveredID(id);
4068
4069
    // When disabled we'll return false but still set HoveredId
4070
98
    if (item_flags & ImGuiItemFlags_Disabled)
4071
0
    {
4072
        // Release active id if turning disabled
4073
0
        if (g.ActiveId == id)
4074
0
            ClearActiveID();
4075
0
        g.HoveredIdDisabled = true;
4076
0
        return false;
4077
0
    }
4078
4079
98
    if (id != 0)
4080
98
    {
4081
        // [DEBUG] Item Picker tool!
4082
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4083
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4084
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4085
98
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4086
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4087
98
        if (g.DebugItemPickerBreakId == id)
4088
0
            IM_DEBUG_BREAK();
4089
98
    }
4090
4091
98
    if (g.NavDisableMouseHover)
4092
0
        return false;
4093
4094
98
    return true;
4095
98
}
4096
4097
// FIXME: This is inlined/duplicated in ItemAdd()
4098
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4099
0
{
4100
0
    ImGuiContext& g = *GImGui;
4101
0
    ImGuiWindow* window = g.CurrentWindow;
4102
0
    if (!bb.Overlaps(window->ClipRect))
4103
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4104
0
            if (!g.LogEnabled)
4105
0
                return true;
4106
0
    return false;
4107
0
}
4108
4109
// This is also inlined in ItemAdd()
4110
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4111
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4112
22.7k
{
4113
22.7k
    ImGuiContext& g = *GImGui;
4114
22.7k
    g.LastItemData.ID = item_id;
4115
22.7k
    g.LastItemData.InFlags = in_flags;
4116
22.7k
    g.LastItemData.StatusFlags = item_flags;
4117
22.7k
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4118
22.7k
}
4119
4120
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4121
0
{
4122
0
    if (wrap_pos_x < 0.0f)
4123
0
        return 0.0f;
4124
4125
0
    ImGuiContext& g = *GImGui;
4126
0
    ImGuiWindow* window = g.CurrentWindow;
4127
0
    if (wrap_pos_x == 0.0f)
4128
0
    {
4129
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4130
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4131
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4132
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4133
        //else
4134
0
        wrap_pos_x = window->WorkRect.Max.x;
4135
0
    }
4136
0
    else if (wrap_pos_x > 0.0f)
4137
0
    {
4138
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4139
0
    }
4140
4141
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4142
0
}
4143
4144
// IM_ALLOC() == ImGui::MemAlloc()
4145
void* ImGui::MemAlloc(size_t size)
4146
1.21k
{
4147
1.21k
    if (ImGuiContext* ctx = GImGui)
4148
1.21k
        ctx->IO.MetricsActiveAllocations++;
4149
1.21k
    return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4150
1.21k
}
4151
4152
// IM_FREE() == ImGui::MemFree()
4153
void ImGui::MemFree(void* ptr)
4154
1.16k
{
4155
1.16k
    if (ptr)
4156
1.16k
        if (ImGuiContext* ctx = GImGui)
4157
1.16k
            ctx->IO.MetricsActiveAllocations--;
4158
1.16k
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4159
1.16k
}
4160
4161
const char* ImGui::GetClipboardText()
4162
0
{
4163
0
    ImGuiContext& g = *GImGui;
4164
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4165
0
}
4166
4167
void ImGui::SetClipboardText(const char* text)
4168
0
{
4169
0
    ImGuiContext& g = *GImGui;
4170
0
    if (g.IO.SetClipboardTextFn)
4171
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4172
0
}
4173
4174
const char* ImGui::GetVersion()
4175
0
{
4176
0
    return IMGUI_VERSION;
4177
0
}
4178
4179
ImGuiIO& ImGui::GetIO()
4180
38.8k
{
4181
38.8k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4182
38.8k
    return GImGui->IO;
4183
38.8k
}
4184
4185
ImGuiPlatformIO& ImGui::GetPlatformIO()
4186
0
{
4187
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4188
0
    return GImGui->PlatformIO;
4189
0
}
4190
4191
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4192
ImDrawData* ImGui::GetDrawData()
4193
7.58k
{
4194
7.58k
    ImGuiContext& g = *GImGui;
4195
7.58k
    ImGuiViewportP* viewport = g.Viewports[0];
4196
7.58k
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4197
7.58k
}
4198
4199
double ImGui::GetTime()
4200
0
{
4201
0
    return GImGui->Time;
4202
0
}
4203
4204
int ImGui::GetFrameCount()
4205
0
{
4206
0
    return GImGui->FrameCount;
4207
0
}
4208
4209
static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4210
0
{
4211
    // Create the draw list on demand, because they are not frequently used for all viewports
4212
0
    ImGuiContext& g = *GImGui;
4213
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
4214
0
    ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
4215
0
    if (draw_list == NULL)
4216
0
    {
4217
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4218
0
        draw_list->_OwnerName = drawlist_name;
4219
0
        viewport->DrawLists[drawlist_no] = draw_list;
4220
0
    }
4221
4222
    // Our ImDrawList system requires that there is always a command
4223
0
    if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount)
4224
0
    {
4225
0
        draw_list->_ResetForNewFrame();
4226
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4227
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4228
0
        viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount;
4229
0
    }
4230
0
    return draw_list;
4231
0
}
4232
4233
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4234
0
{
4235
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4236
0
}
4237
4238
ImDrawList* ImGui::GetBackgroundDrawList()
4239
0
{
4240
0
    ImGuiContext& g = *GImGui;
4241
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4242
0
}
4243
4244
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4245
0
{
4246
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4247
0
}
4248
4249
ImDrawList* ImGui::GetForegroundDrawList()
4250
0
{
4251
0
    ImGuiContext& g = *GImGui;
4252
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4253
0
}
4254
4255
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4256
0
{
4257
0
    return &GImGui->DrawListSharedData;
4258
0
}
4259
4260
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4261
30
{
4262
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4263
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4264
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4265
30
    ImGuiContext& g = *GImGui;
4266
30
    FocusWindow(window);
4267
30
    SetActiveID(window->MoveId, window);
4268
30
    g.NavDisableHighlight = true;
4269
30
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4270
30
    g.ActiveIdNoClearOnFocusLoss = true;
4271
30
    SetActiveIdUsingAllKeyboardKeys();
4272
4273
30
    bool can_move_window = true;
4274
30
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4275
0
        can_move_window = false;
4276
30
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4277
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4278
0
            can_move_window = false;
4279
30
    if (can_move_window)
4280
30
        g.MovingWindow = window;
4281
30
}
4282
4283
// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4284
// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node.
4285
// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window.
4286
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node)
4287
2
{
4288
2
    ImGuiContext& g = *GImGui;
4289
2
    bool can_undock_node = false;
4290
2
    if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0)
4291
0
    {
4292
        // Can undock if:
4293
        // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy)
4294
        // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows)
4295
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4296
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4297
0
            if (undock_floating_node || root_node->IsDockSpace())
4298
0
                can_undock_node = true;
4299
0
    }
4300
4301
2
    const bool clicked = IsMouseClicked(0);
4302
2
    const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f);
4303
2
    if (can_undock_node && dragging)
4304
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4305
2
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4306
2
        StartMouseMovingWindow(window);
4307
2
}
4308
4309
// Handle mouse moving window
4310
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4311
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4312
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4313
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4314
void ImGui::UpdateMouseMovingWindowNewFrame()
4315
7.58k
{
4316
7.58k
    ImGuiContext& g = *GImGui;
4317
7.58k
    if (g.MovingWindow != NULL)
4318
115
    {
4319
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4320
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4321
115
        KeepAliveID(g.ActiveId);
4322
115
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4323
115
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4324
4325
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4326
115
        const bool window_disappared = ((!moving_window->WasActive && !moving_window->Active) || moving_window->Viewport == NULL);
4327
115
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4328
85
        {
4329
85
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4330
85
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4331
14
            {
4332
14
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4333
14
                if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4334
0
                {
4335
0
                    moving_window->Viewport->Pos = pos;
4336
0
                    moving_window->Viewport->UpdateWorkRect();
4337
0
                }
4338
14
            }
4339
85
            FocusWindow(g.MovingWindow);
4340
85
        }
4341
30
        else
4342
30
        {
4343
30
            if (!window_disappared)
4344
30
            {
4345
                // Try to merge the window back into the main viewport.
4346
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4347
30
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4348
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4349
4350
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4351
30
                if (!IsDragDropPayloadBeingAccepted())
4352
30
                    g.MouseViewport = moving_window->Viewport;
4353
4354
                // Clear the NoInput window flag set by the Viewport system
4355
30
                moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL.
4356
30
            }
4357
4358
30
            g.MovingWindow = NULL;
4359
30
            ClearActiveID();
4360
30
        }
4361
115
    }
4362
7.47k
    else
4363
7.47k
    {
4364
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4365
7.47k
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4366
0
        {
4367
0
            KeepAliveID(g.ActiveId);
4368
0
            if (!g.IO.MouseDown[0])
4369
0
                ClearActiveID();
4370
0
        }
4371
7.47k
    }
4372
7.58k
}
4373
4374
// Initiate moving window when clicking on empty space or title bar.
4375
// Handle left-click and right-click focus.
4376
void ImGui::UpdateMouseMovingWindowEndFrame()
4377
7.58k
{
4378
7.58k
    ImGuiContext& g = *GImGui;
4379
7.58k
    if (g.ActiveId != 0 || g.HoveredId != 0)
4380
202
        return;
4381
4382
    // Unless we just made a window/popup appear
4383
7.38k
    if (g.NavWindow && g.NavWindow->Appearing)
4384
1
        return;
4385
4386
    // Click on empty space to focus window and start moving
4387
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4388
7.38k
    if (g.IO.MouseClicked[0])
4389
449
    {
4390
        // Handle the edge case of a popup being closed while clicking in its empty space.
4391
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4392
449
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4393
449
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4394
4395
449
        if (root_window != NULL && !is_closed_popup)
4396
28
        {
4397
28
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4398
4399
            // Cancel moving if clicked outside of title bar
4400
28
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4401
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4402
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4403
0
                        g.MovingWindow = NULL;
4404
4405
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4406
28
            if (g.HoveredIdDisabled)
4407
0
                g.MovingWindow = NULL;
4408
28
        }
4409
421
        else if (root_window == NULL && g.NavWindow != NULL && GetTopMostPopupModal() == NULL)
4410
104
        {
4411
            // Clicking on void disable focus
4412
104
            FocusWindow(NULL);
4413
104
        }
4414
449
    }
4415
4416
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4417
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4418
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4419
7.38k
    if (g.IO.MouseClicked[1])
4420
112
    {
4421
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4422
        // This is where we can trim the popup stack.
4423
112
        ImGuiWindow* modal = GetTopMostPopupModal();
4424
112
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4425
112
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4426
112
    }
4427
7.38k
}
4428
4429
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4430
// Need to keep in sync with SetWindowPos()
4431
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4432
0
{
4433
0
    window->Pos += delta;
4434
0
    window->ClipRect.Translate(delta);
4435
0
    window->OuterRectClipped.Translate(delta);
4436
0
    window->InnerRect.Translate(delta);
4437
0
    window->DC.CursorPos += delta;
4438
0
    window->DC.CursorStartPos += delta;
4439
0
    window->DC.CursorMaxPos += delta;
4440
0
    window->DC.IdealMaxPos += delta;
4441
0
}
4442
4443
static void ScaleWindow(ImGuiWindow* window, float scale)
4444
0
{
4445
0
    ImVec2 origin = window->Viewport->Pos;
4446
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4447
0
    window->Size = ImFloor(window->Size * scale);
4448
0
    window->SizeFull = ImFloor(window->SizeFull * scale);
4449
0
    window->ContentSize = ImFloor(window->ContentSize * scale);
4450
0
}
4451
4452
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4453
30.3k
{
4454
30.3k
    return (window->Active) && (!window->Hidden);
4455
30.3k
}
4456
4457
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4458
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4459
7.58k
{
4460
7.58k
    ImGuiContext& g = *GImGui;
4461
7.58k
    ImGuiIO& io = g.IO;
4462
7.58k
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4463
4464
    // Find the window hovered by mouse:
4465
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4466
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4467
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4468
7.58k
    bool clear_hovered_windows = false;
4469
7.58k
    FindHoveredWindow();
4470
7.58k
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4471
4472
    // Modal windows prevents mouse from hovering behind them.
4473
7.58k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4474
7.58k
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4475
0
        clear_hovered_windows = true;
4476
4477
    // Disabled mouse?
4478
7.58k
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4479
0
        clear_hovered_windows = true;
4480
4481
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4482
    // won't report hovering nor request capture even while dragging over our windows afterward.
4483
7.58k
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4484
7.58k
    const bool has_open_modal = (modal_window != NULL);
4485
7.58k
    int mouse_earliest_down = -1;
4486
7.58k
    bool mouse_any_down = false;
4487
45.5k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4488
37.9k
    {
4489
37.9k
        if (io.MouseClicked[i])
4490
865
        {
4491
865
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4492
865
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4493
865
        }
4494
37.9k
        mouse_any_down |= io.MouseDown[i];
4495
37.9k
        if (io.MouseDown[i])
4496
4.27k
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4497
3.32k
                mouse_earliest_down = i;
4498
37.9k
    }
4499
7.58k
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4500
7.58k
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4501
4502
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4503
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4504
7.58k
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4505
7.58k
    if (!mouse_avail && !mouse_dragging_extern_payload)
4506
2.52k
        clear_hovered_windows = true;
4507
4508
7.58k
    if (clear_hovered_windows)
4509
2.52k
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4510
4511
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4512
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4513
7.58k
    if (g.WantCaptureMouseNextFrame != -1)
4514
0
    {
4515
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4516
0
    }
4517
7.58k
    else
4518
7.58k
    {
4519
7.58k
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4520
7.58k
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4521
7.58k
    }
4522
4523
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4524
7.58k
    if (g.WantCaptureKeyboardNextFrame != -1)
4525
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4526
7.58k
    else
4527
7.58k
        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4528
7.58k
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4529
4.11k
        io.WantCaptureKeyboard = true;
4530
4531
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4532
7.58k
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4533
7.58k
}
4534
4535
void ImGui::NewFrame()
4536
7.58k
{
4537
7.58k
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4538
7.58k
    ImGuiContext& g = *GImGui;
4539
4540
    // Remove pending delete hooks before frame start.
4541
    // This deferred removal avoid issues of removal while iterating the hook vector
4542
7.58k
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4543
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4544
0
            g.Hooks.erase(&g.Hooks[n]);
4545
4546
7.58k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4547
4548
    // Check and assert for various common IO and Configuration mistakes
4549
7.58k
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4550
7.58k
    ErrorCheckNewFrameSanityChecks();
4551
7.58k
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4552
4553
    // Load settings on first frame, save settings when modified (after a delay)
4554
7.58k
    UpdateSettings();
4555
4556
7.58k
    g.Time += g.IO.DeltaTime;
4557
7.58k
    g.WithinFrameScope = true;
4558
7.58k
    g.FrameCount += 1;
4559
7.58k
    g.TooltipOverrideCount = 0;
4560
7.58k
    g.WindowsActiveCount = 0;
4561
7.58k
    g.MenusIdSubmittedThisFrame.resize(0);
4562
4563
    // Calculate frame-rate for the user, as a purely luxurious feature
4564
7.58k
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4565
7.58k
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4566
7.58k
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4567
7.58k
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4568
7.58k
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4569
4570
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4571
7.58k
    g.InputEventsTrail.resize(0);
4572
7.58k
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4573
4574
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4575
7.58k
    UpdateViewportsNewFrame();
4576
4577
    // Setup current font and draw list shared data
4578
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4579
7.58k
    g.IO.Fonts->Locked = true;
4580
7.58k
    SetCurrentFont(GetDefaultFont());
4581
7.58k
    IM_ASSERT(g.Font->IsLoaded());
4582
7.58k
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4583
15.1k
    for (int n = 0; n < g.Viewports.Size; n++)
4584
7.58k
        virtual_space.Add(g.Viewports[n]->GetMainRect());
4585
7.58k
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4586
7.58k
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4587
7.58k
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4588
7.58k
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4589
7.58k
    if (g.Style.AntiAliasedLines)
4590
7.58k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4591
7.58k
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4592
7.58k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4593
7.58k
    if (g.Style.AntiAliasedFill)
4594
7.58k
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4595
7.58k
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4596
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4597
4598
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4599
15.1k
    for (int n = 0; n < g.Viewports.Size; n++)
4600
7.58k
    {
4601
7.58k
        ImGuiViewportP* viewport = g.Viewports[n];
4602
7.58k
        viewport->DrawData = NULL;
4603
7.58k
        viewport->DrawDataP.Clear();
4604
7.58k
    }
4605
4606
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4607
7.58k
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4608
5
        KeepAliveID(g.DragDropPayload.SourceId);
4609
4610
    // Update HoveredId data
4611
7.58k
    if (!g.HoveredIdPreviousFrame)
4612
7.48k
        g.HoveredIdTimer = 0.0f;
4613
7.58k
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4614
7.51k
        g.HoveredIdNotActiveTimer = 0.0f;
4615
7.58k
    if (g.HoveredId)
4616
98
        g.HoveredIdTimer += g.IO.DeltaTime;
4617
7.58k
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4618
61
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4619
7.58k
    g.HoveredIdPreviousFrame = g.HoveredId;
4620
7.58k
    g.HoveredId = 0;
4621
7.58k
    g.HoveredIdAllowOverlap = false;
4622
7.58k
    g.HoveredIdDisabled = false;
4623
4624
    // Clear ActiveID if the item is not alive anymore.
4625
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4626
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4627
7.58k
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4628
0
    {
4629
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4630
0
        ClearActiveID();
4631
0
    }
4632
4633
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4634
7.58k
    if (g.ActiveId)
4635
162
        g.ActiveIdTimer += g.IO.DeltaTime;
4636
7.58k
    g.LastActiveIdTimer += g.IO.DeltaTime;
4637
7.58k
    g.ActiveIdPreviousFrame = g.ActiveId;
4638
7.58k
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4639
7.58k
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4640
7.58k
    g.ActiveIdIsAlive = 0;
4641
7.58k
    g.ActiveIdHasBeenEditedThisFrame = false;
4642
7.58k
    g.ActiveIdPreviousFrameIsAlive = false;
4643
7.58k
    g.ActiveIdIsJustActivated = false;
4644
7.58k
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4645
0
        g.TempInputId = 0;
4646
7.58k
    if (g.ActiveId == 0)
4647
7.42k
    {
4648
7.42k
        g.ActiveIdUsingNavDirMask = 0x00;
4649
7.42k
        g.ActiveIdUsingAllKeyboardKeys = false;
4650
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4651
        g.ActiveIdUsingNavInputMask = 0x00;
4652
#endif
4653
7.42k
    }
4654
4655
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4656
    if (g.ActiveId == 0)
4657
        g.ActiveIdUsingNavInputMask = 0;
4658
    else if (g.ActiveIdUsingNavInputMask != 0)
4659
    {
4660
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4661
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4662
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4663
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4664
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4665
            IM_ASSERT(0); // Other values unsupported
4666
    }
4667
#endif
4668
4669
    // Update hover delay for IsItemHovered() with delays and tooltips
4670
7.58k
    g.HoverDelayIdPreviousFrame = g.HoverDelayId;
4671
7.58k
    if (g.HoverDelayId != 0)
4672
0
    {
4673
        //if (g.IO.MouseDelta.x == 0.0f && g.IO.MouseDelta.y == 0.0f) // Need design/flags
4674
0
        g.HoverDelayTimer += g.IO.DeltaTime;
4675
0
        g.HoverDelayClearTimer = 0.0f;
4676
0
        g.HoverDelayId = 0;
4677
0
    }
4678
7.58k
    else if (g.HoverDelayTimer > 0.0f)
4679
0
    {
4680
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4681
0
        g.HoverDelayClearTimer += g.IO.DeltaTime;
4682
0
        if (g.HoverDelayClearTimer >= ImMax(0.20f, g.IO.DeltaTime * 2.0f)) // ~6 frames at 30 Hz + allow for low framerate
4683
0
            g.HoverDelayTimer = g.HoverDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4684
0
    }
4685
4686
    // Drag and drop
4687
7.58k
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4688
7.58k
    g.DragDropAcceptIdCurr = 0;
4689
7.58k
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4690
7.58k
    g.DragDropWithinSource = false;
4691
7.58k
    g.DragDropWithinTarget = false;
4692
7.58k
    g.DragDropHoldJustPressedId = 0;
4693
4694
    // Close popups on focus lost (currently wip/opt-in)
4695
    //if (g.IO.AppFocusLost)
4696
    //    ClosePopupsExceptModals();
4697
4698
    // Update keyboard input state
4699
7.58k
    UpdateKeyboardInputs();
4700
4701
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4702
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4703
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4704
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4705
4706
    // Update gamepad/keyboard navigation
4707
7.58k
    NavUpdate();
4708
4709
    // Update mouse input state
4710
7.58k
    UpdateMouseInputs();
4711
4712
    // Undocking
4713
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4714
7.58k
    DockContextNewFrameUpdateUndocking(&g);
4715
4716
    // Find hovered window
4717
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4718
7.58k
    UpdateHoveredWindowAndCaptureFlags();
4719
4720
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4721
7.58k
    UpdateMouseMovingWindowNewFrame();
4722
4723
    // Background darkening/whitening
4724
7.58k
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4725
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4726
7.58k
    else
4727
7.58k
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4728
4729
7.58k
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4730
7.58k
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4731
4732
    // Platform IME data: reset for the frame
4733
7.58k
    g.PlatformImeDataPrev = g.PlatformImeData;
4734
7.58k
    g.PlatformImeData.WantVisible = false;
4735
4736
    // Mouse wheel scrolling, scale
4737
7.58k
    UpdateMouseWheel();
4738
4739
    // Mark all windows as not visible and compact unused memory.
4740
7.58k
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4741
7.58k
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4742
30.3k
    for (int i = 0; i != g.Windows.Size; i++)
4743
22.7k
    {
4744
22.7k
        ImGuiWindow* window = g.Windows[i];
4745
22.7k
        window->WasActive = window->Active;
4746
22.7k
        window->Active = false;
4747
22.7k
        window->WriteAccessed = false;
4748
22.7k
        window->BeginCountPreviousFrame = window->BeginCount;
4749
22.7k
        window->BeginCount = 0;
4750
4751
        // Garbage collect transient buffers of recently unused windows
4752
22.7k
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4753
0
            GcCompactTransientWindowBuffers(window);
4754
22.7k
    }
4755
4756
    // Garbage collect transient buffers of recently unused tables
4757
7.58k
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4758
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4759
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4760
7.58k
    for (int i = 0; i < g.TablesTempData.Size; i++)
4761
0
        if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time)
4762
0
            TableGcCompactTransientBuffers(&g.TablesTempData[i]);
4763
7.58k
    if (g.GcCompactAll)
4764
0
        GcCompactTransientMiscBuffers();
4765
7.58k
    g.GcCompactAll = false;
4766
4767
    // Closing the focused window restore focus to the first active root window in descending z-order
4768
7.58k
    if (g.NavWindow && !g.NavWindow->WasActive)
4769
0
        FocusTopMostWindowUnderOne(NULL, NULL);
4770
4771
    // No window should be open at the beginning of the frame.
4772
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4773
7.58k
    g.CurrentWindowStack.resize(0);
4774
7.58k
    g.BeginPopupStack.resize(0);
4775
7.58k
    g.ItemFlagsStack.resize(0);
4776
7.58k
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4777
7.58k
    g.GroupStack.resize(0);
4778
4779
    // Docking
4780
7.58k
    DockContextNewFrameUpdateDocking(&g);
4781
4782
    // [DEBUG] Update debug features
4783
7.58k
    UpdateDebugToolItemPicker();
4784
7.58k
    UpdateDebugToolStackQueries();
4785
7.58k
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
4786
0
        g.DebugLocateId = 0;
4787
7.58k
    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
4788
0
    {
4789
0
        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
4790
0
        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
4791
0
    }
4792
4793
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
4794
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
4795
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
4796
7.58k
    g.WithinFrameScopeWithImplicitWindow = true;
4797
7.58k
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
4798
7.58k
    Begin("Debug##Default");
4799
7.58k
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
4800
4801
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
4802
    // allowing to validate correct Begin/End behavior in user code.
4803
7.58k
    if (g.IO.ConfigDebugBeginReturnValueLoop)
4804
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
4805
7.58k
    else
4806
7.58k
        g.DebugBeginReturnValueCullDepth = -1;
4807
4808
7.58k
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
4809
7.58k
}
4810
4811
// FIXME: Add a more explicit sort order in the window structure.
4812
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
4813
0
{
4814
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
4815
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
4816
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
4817
0
        return d;
4818
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
4819
0
        return d;
4820
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
4821
0
}
4822
4823
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
4824
22.7k
{
4825
22.7k
    out_sorted_windows->push_back(window);
4826
22.7k
    if (window->Active)
4827
15.1k
    {
4828
15.1k
        int count = window->DC.ChildWindows.Size;
4829
15.1k
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
4830
22.7k
        for (int i = 0; i < count; i++)
4831
7.58k
        {
4832
7.58k
            ImGuiWindow* child = window->DC.ChildWindows[i];
4833
7.58k
            if (child->Active)
4834
7.58k
                AddWindowToSortBuffer(out_sorted_windows, child);
4835
7.58k
        }
4836
15.1k
    }
4837
22.7k
}
4838
4839
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
4840
14.7k
{
4841
14.7k
    if (draw_list->CmdBuffer.Size == 0)
4842
0
        return;
4843
14.7k
    if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
4844
259
        return;
4845
4846
    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
4847
    // May trigger for you if you are using PrimXXX functions incorrectly.
4848
14.4k
    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
4849
14.4k
    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
4850
14.4k
    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
4851
14.4k
        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
4852
4853
    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
4854
    // If this assert triggers because you are drawing lots of stuff manually:
4855
    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
4856
    //   Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
4857
    // - If you want large meshes with more than 64K vertices, you can either:
4858
    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
4859
    //       Most example backends already support this from 1.71. Pre-1.71 backends won't.
4860
    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
4861
    //   (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
4862
    //       Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
4863
    //         glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
4864
    //       Your own engine or render API may use different parameters or function calls to specify index sizes.
4865
    //       2 and 4 bytes indices are generally supported by most graphics API.
4866
    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
4867
    //   the 64K limit to split your draw commands in multiple draw lists.
4868
14.4k
    if (sizeof(ImDrawIdx) == 2)
4869
14.4k
        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
4870
4871
14.4k
    out_list->push_back(draw_list);
4872
14.4k
}
4873
4874
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
4875
14.7k
{
4876
14.7k
    ImGuiContext& g = *GImGui;
4877
14.7k
    ImGuiViewportP* viewport = window->Viewport;
4878
14.7k
    g.IO.MetricsRenderWindows++;
4879
14.7k
    if (window->Flags & ImGuiWindowFlags_DockNodeHost)
4880
0
        window->DrawList->ChannelsMerge();
4881
14.7k
    AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
4882
22.3k
    for (int i = 0; i < window->DC.ChildWindows.Size; i++)
4883
7.57k
    {
4884
7.57k
        ImGuiWindow* child = window->DC.ChildWindows[i];
4885
7.57k
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
4886
7.13k
            AddWindowToDrawData(child, layer);
4887
7.57k
    }
4888
14.7k
}
4889
4890
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
4891
7.58k
{
4892
7.58k
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
4893
7.58k
}
4894
4895
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
4896
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
4897
7.58k
{
4898
7.58k
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
4899
7.58k
}
4900
4901
void ImDrawDataBuilder::FlattenIntoSingleLayer()
4902
7.58k
{
4903
7.58k
    int n = Layers[0].Size;
4904
7.58k
    int size = n;
4905
15.1k
    for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
4906
7.58k
        size += Layers[i].Size;
4907
7.58k
    Layers[0].resize(size);
4908
15.1k
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
4909
7.58k
    {
4910
7.58k
        ImVector<ImDrawList*>& layer = Layers[layer_n];
4911
7.58k
        if (layer.empty())
4912
7.58k
            continue;
4913
0
        memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
4914
0
        n += layer.Size;
4915
0
        layer.resize(0);
4916
0
    }
4917
7.58k
}
4918
4919
static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
4920
7.58k
{
4921
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
4922
    // and to allow applications/backends to easily skip rendering.
4923
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
4924
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
4925
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
4926
7.58k
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_Minimized) != 0;
4927
4928
7.58k
    ImGuiIO& io = ImGui::GetIO();
4929
7.58k
    ImDrawData* draw_data = &viewport->DrawDataP;
4930
7.58k
    viewport->DrawData = draw_data; // Make publicly accessible
4931
7.58k
    draw_data->Valid = true;
4932
7.58k
    draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
4933
7.58k
    draw_data->CmdListsCount = draw_lists->Size;
4934
7.58k
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
4935
7.58k
    draw_data->DisplayPos = viewport->Pos;
4936
7.58k
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
4937
7.58k
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
4938
7.58k
    draw_data->OwnerViewport = viewport;
4939
22.0k
    for (int n = 0; n < draw_lists->Size; n++)
4940
14.4k
    {
4941
14.4k
        ImDrawList* draw_list = draw_lists->Data[n];
4942
14.4k
        draw_list->_PopUnusedDrawCmd();
4943
14.4k
        draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
4944
14.4k
        draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
4945
14.4k
    }
4946
7.58k
}
4947
4948
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
4949
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
4950
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
4951
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
4952
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
4953
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
4954
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
4955
45.5k
{
4956
45.5k
    ImGuiWindow* window = GetCurrentWindow();
4957
45.5k
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
4958
45.5k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
4959
45.5k
}
4960
4961
void ImGui::PopClipRect()
4962
22.7k
{
4963
22.7k
    ImGuiWindow* window = GetCurrentWindow();
4964
22.7k
    window->DrawList->PopClipRect();
4965
22.7k
    window->ClipRect = window->DrawList->_ClipRectStack.back();
4966
22.7k
}
4967
4968
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
4969
0
{
4970
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
4971
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
4972
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
4973
0
    return window;
4974
0
}
4975
4976
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
4977
0
{
4978
0
    if ((col & IM_COL32_A_MASK) == 0)
4979
0
        return;
4980
4981
0
    ImGuiViewportP* viewport = window->Viewport;
4982
0
    ImRect viewport_rect = viewport->GetMainRect();
4983
4984
    // Draw behind window by moving the draw command at the FRONT of the draw list
4985
0
    {
4986
        // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,
4987
        // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
4988
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
4989
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
4990
0
        if (draw_list->CmdBuffer.Size == 0)
4991
0
            draw_list->AddDrawCmd();
4992
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged
4993
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
4994
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
4995
0
        IM_ASSERT(cmd.ElemCount == 6);
4996
0
        draw_list->CmdBuffer.pop_back();
4997
0
        draw_list->CmdBuffer.push_front(cmd);
4998
0
        draw_list->PopClipRect();
4999
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5000
0
    }
5001
5002
    // Draw over sibling docking nodes in a same docking tree
5003
0
    if (window->RootWindow->DockIsActive)
5004
0
    {
5005
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5006
0
        if (draw_list->CmdBuffer.Size == 0)
5007
0
            draw_list->AddDrawCmd();
5008
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5009
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5010
0
        draw_list->PopClipRect();
5011
0
    }
5012
0
}
5013
5014
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5015
0
{
5016
0
    ImGuiContext& g = *GImGui;
5017
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5018
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5019
0
    {
5020
0
        ImGuiWindow* window = g.Windows[i];
5021
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5022
0
            continue;
5023
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5024
0
            break;
5025
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5026
0
            bottom_most_visible_window = window;
5027
0
    }
5028
0
    return bottom_most_visible_window;
5029
0
}
5030
5031
static void ImGui::RenderDimmedBackgrounds()
5032
7.58k
{
5033
7.58k
    ImGuiContext& g = *GImGui;
5034
7.58k
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5035
7.58k
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5036
7.58k
        return;
5037
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5038
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5039
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5040
0
        return;
5041
5042
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5043
0
    if (dim_bg_for_modal)
5044
0
    {
5045
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5046
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5047
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5048
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5049
0
    }
5050
0
    else if (dim_bg_for_window_list)
5051
0
    {
5052
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5053
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5054
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5055
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5056
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5057
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5058
5059
        // Draw border around CTRL+Tab target window
5060
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5061
0
        ImGuiViewport* viewport = window->Viewport;
5062
0
        float distance = g.FontSize;
5063
0
        ImRect bb = window->Rect();
5064
0
        bb.Expand(distance);
5065
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5066
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5067
0
        if (window->DrawList->CmdBuffer.Size == 0)
5068
0
            window->DrawList->AddDrawCmd();
5069
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5070
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5071
0
        window->DrawList->PopClipRect();
5072
0
    }
5073
5074
    // Draw dimming background on _other_ viewports than the ones our windows are in
5075
0
    for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
5076
0
    {
5077
0
        ImGuiViewportP* viewport = g.Viewports[viewport_n];
5078
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5079
0
            continue;
5080
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5081
0
            continue;
5082
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5083
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5084
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5085
0
    }
5086
0
}
5087
5088
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5089
void ImGui::EndFrame()
5090
15.1k
{
5091
15.1k
    ImGuiContext& g = *GImGui;
5092
15.1k
    IM_ASSERT(g.Initialized);
5093
5094
    // Don't process EndFrame() multiple times.
5095
15.1k
    if (g.FrameCountEnded == g.FrameCount)
5096
7.58k
        return;
5097
7.58k
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5098
5099
7.58k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5100
5101
7.58k
    ErrorCheckEndFrameSanityChecks();
5102
5103
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5104
7.58k
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5105
7.58k
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5106
0
    {
5107
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5108
0
        IMGUI_DEBUG_LOG_IO("Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5109
0
        if (viewport == NULL)
5110
0
            viewport = GetMainViewport();
5111
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5112
        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
5113
        {
5114
            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
5115
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5116
            viewport->PlatformHandleRaw = NULL;
5117
        }
5118
        else
5119
#endif
5120
0
        {
5121
0
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5122
0
        }
5123
0
    }
5124
5125
    // Hide implicit/fallback "Debug" window if it hasn't been used
5126
7.58k
    g.WithinFrameScopeWithImplicitWindow = false;
5127
7.58k
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5128
7.58k
        g.CurrentWindow->Active = false;
5129
7.58k
    End();
5130
5131
    // Update navigation: CTRL+Tab, wrap-around requests
5132
7.58k
    NavEndFrame();
5133
5134
    // Update docking
5135
7.58k
    DockContextEndFrame(&g);
5136
5137
7.58k
    SetCurrentViewport(NULL, NULL);
5138
5139
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5140
7.58k
    if (g.DragDropActive)
5141
9
    {
5142
9
        bool is_delivered = g.DragDropPayload.Delivery;
5143
9
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5144
9
        if (is_delivered || is_elapsed)
5145
2
            ClearDragDrop();
5146
9
    }
5147
5148
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5149
7.58k
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5150
0
    {
5151
0
        g.DragDropWithinSource = true;
5152
0
        SetTooltip("...");
5153
0
        g.DragDropWithinSource = false;
5154
0
    }
5155
5156
    // End frame
5157
7.58k
    g.WithinFrameScope = false;
5158
7.58k
    g.FrameCountEnded = g.FrameCount;
5159
5160
    // Initiate moving window + handle left-click and right-click focus
5161
7.58k
    UpdateMouseMovingWindowEndFrame();
5162
5163
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5164
7.58k
    UpdateViewportsEndFrame();
5165
5166
    // Sort the window list so that all child windows are after their parent
5167
    // We cannot do that on FocusWindow() because children may not exist yet
5168
7.58k
    g.WindowsTempSortBuffer.resize(0);
5169
7.58k
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5170
30.3k
    for (int i = 0; i != g.Windows.Size; i++)
5171
22.7k
    {
5172
22.7k
        ImGuiWindow* window = g.Windows[i];
5173
22.7k
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5174
7.58k
            continue;
5175
15.1k
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5176
15.1k
    }
5177
5178
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5179
7.58k
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5180
7.58k
    g.Windows.swap(g.WindowsTempSortBuffer);
5181
7.58k
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5182
5183
    // Unlock font atlas
5184
7.58k
    g.IO.Fonts->Locked = false;
5185
5186
    // Clear Input data for next frame
5187
7.58k
    g.IO.AppFocusLost = false;
5188
7.58k
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5189
7.58k
    g.IO.InputQueueCharacters.resize(0);
5190
5191
7.58k
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5192
7.58k
}
5193
5194
// Prepare the data for rendering so you can call GetDrawData()
5195
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5196
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5197
void ImGui::Render()
5198
7.58k
{
5199
7.58k
    ImGuiContext& g = *GImGui;
5200
7.58k
    IM_ASSERT(g.Initialized);
5201
5202
7.58k
    if (g.FrameCountEnded != g.FrameCount)
5203
7.58k
        EndFrame();
5204
7.58k
    const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount);
5205
7.58k
    g.FrameCountRendered = g.FrameCount;
5206
7.58k
    g.IO.MetricsRenderWindows = 0;
5207
5208
7.58k
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5209
5210
    // Add background ImDrawList (for each active viewport)
5211
15.1k
    for (int n = 0; n != g.Viewports.Size; n++)
5212
7.58k
    {
5213
7.58k
        ImGuiViewportP* viewport = g.Viewports[n];
5214
7.58k
        viewport->DrawDataBuilder.Clear();
5215
7.58k
        if (viewport->DrawLists[0] != NULL)
5216
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5217
7.58k
    }
5218
5219
    // Add ImDrawList to render
5220
7.58k
    ImGuiWindow* windows_to_render_top_most[2];
5221
7.58k
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5222
7.58k
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5223
30.3k
    for (int n = 0; n != g.Windows.Size; n++)
5224
22.7k
    {
5225
22.7k
        ImGuiWindow* window = g.Windows[n];
5226
22.7k
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5227
22.7k
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5228
7.58k
            AddRootWindowToDrawData(window);
5229
22.7k
    }
5230
22.7k
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5231
15.1k
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5232
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5233
5234
    // Draw modal/window whitening backgrounds
5235
7.58k
    if (first_render_of_frame)
5236
7.58k
        RenderDimmedBackgrounds();
5237
5238
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5239
7.58k
    if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)
5240
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5241
5242
    // Setup ImDrawData structures for end-user
5243
7.58k
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5244
15.1k
    for (int n = 0; n < g.Viewports.Size; n++)
5245
7.58k
    {
5246
7.58k
        ImGuiViewportP* viewport = g.Viewports[n];
5247
7.58k
        viewport->DrawDataBuilder.FlattenIntoSingleLayer();
5248
5249
        // Add foreground ImDrawList (for each active viewport)
5250
7.58k
        if (viewport->DrawLists[1] != NULL)
5251
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5252
5253
7.58k
        SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
5254
7.58k
        ImDrawData* draw_data = viewport->DrawData;
5255
7.58k
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5256
7.58k
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5257
7.58k
    }
5258
5259
7.58k
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5260
7.58k
}
5261
5262
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5263
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5264
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5265
15.1k
{
5266
15.1k
    ImGuiContext& g = *GImGui;
5267
5268
15.1k
    const char* text_display_end;
5269
15.1k
    if (hide_text_after_double_hash)
5270
15.1k
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5271
0
    else
5272
0
        text_display_end = text_end;
5273
5274
15.1k
    ImFont* font = g.Font;
5275
15.1k
    const float font_size = g.FontSize;
5276
15.1k
    if (text == text_display_end)
5277
0
        return ImVec2(0.0f, font_size);
5278
15.1k
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5279
5280
    // Round
5281
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5282
    // FIXME: Investigate using ceilf or e.g.
5283
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5284
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5285
15.1k
    text_size.x = IM_FLOOR(text_size.x + 0.99999f);
5286
5287
15.1k
    return text_size;
5288
15.1k
}
5289
5290
// Find window given position, search front-to-back
5291
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5292
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5293
// called, aka before the next Begin(). Moving window isn't affected.
5294
static void FindHoveredWindow()
5295
7.58k
{
5296
7.58k
    ImGuiContext& g = *GImGui;
5297
5298
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5299
7.58k
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5300
7.58k
    if (g.MovingWindow)
5301
115
        g.MovingWindow->Viewport = g.MouseViewport;
5302
5303
7.58k
    ImGuiWindow* hovered_window = NULL;
5304
7.58k
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5305
7.58k
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5306
115
        hovered_window = g.MovingWindow;
5307
5308
7.58k
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5309
7.58k
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5310
29.5k
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5311
22.3k
    {
5312
22.3k
        ImGuiWindow* window = g.Windows[i];
5313
22.3k
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5314
22.3k
        if (!window->Active || window->Hidden)
5315
7.61k
            continue;
5316
14.7k
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5317
0
            continue;
5318
14.7k
        IM_ASSERT(window->Viewport);
5319
14.7k
        if (window->Viewport != g.MouseViewport)
5320
0
            continue;
5321
5322
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5323
14.7k
        ImRect bb(window->OuterRectClipped);
5324
14.7k
        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))
5325
7.13k
            bb.Expand(padding_regular);
5326
7.58k
        else
5327
7.58k
            bb.Expand(padding_for_resize);
5328
14.7k
        if (!bb.Contains(g.IO.MousePos))
5329
14.2k
            continue;
5330
5331
        // Support for one rectangular hole in any given window
5332
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5333
511
        if (window->HitTestHoleSize.x != 0)
5334
0
        {
5335
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5336
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5337
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5338
0
                continue;
5339
0
        }
5340
5341
511
        if (hovered_window == NULL)
5342
422
            hovered_window = window;
5343
511
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5344
511
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5345
422
            hovered_window_ignoring_moving_window = window;
5346
511
        if (hovered_window && hovered_window_ignoring_moving_window)
5347
422
            break;
5348
511
    }
5349
5350
7.58k
    g.HoveredWindow = hovered_window;
5351
7.58k
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5352
5353
7.58k
    if (g.MovingWindow)
5354
115
        g.MovingWindow->Viewport = moving_window_viewport;
5355
7.58k
}
5356
5357
bool ImGui::IsItemActive()
5358
15.1k
{
5359
15.1k
    ImGuiContext& g = *GImGui;
5360
15.1k
    if (g.ActiveId)
5361
292
        return g.ActiveId == g.LastItemData.ID;
5362
14.8k
    return false;
5363
15.1k
}
5364
5365
bool ImGui::IsItemActivated()
5366
0
{
5367
0
    ImGuiContext& g = *GImGui;
5368
0
    if (g.ActiveId)
5369
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5370
0
            return true;
5371
0
    return false;
5372
0
}
5373
5374
bool ImGui::IsItemDeactivated()
5375
0
{
5376
0
    ImGuiContext& g = *GImGui;
5377
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5378
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5379
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5380
0
}
5381
5382
bool ImGui::IsItemDeactivatedAfterEdit()
5383
0
{
5384
0
    ImGuiContext& g = *GImGui;
5385
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5386
0
}
5387
5388
// == GetItemID() == GetFocusID()
5389
bool ImGui::IsItemFocused()
5390
0
{
5391
0
    ImGuiContext& g = *GImGui;
5392
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5393
0
        return false;
5394
5395
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5396
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5397
0
    ImGuiWindow* window = g.CurrentWindow;
5398
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5399
0
        return false;
5400
5401
0
    return true;
5402
0
}
5403
5404
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5405
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5406
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5407
0
{
5408
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5409
0
}
5410
5411
bool ImGui::IsItemToggledOpen()
5412
0
{
5413
0
    ImGuiContext& g = *GImGui;
5414
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5415
0
}
5416
5417
bool ImGui::IsItemToggledSelection()
5418
0
{
5419
0
    ImGuiContext& g = *GImGui;
5420
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5421
0
}
5422
5423
bool ImGui::IsAnyItemHovered()
5424
0
{
5425
0
    ImGuiContext& g = *GImGui;
5426
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5427
0
}
5428
5429
bool ImGui::IsAnyItemActive()
5430
0
{
5431
0
    ImGuiContext& g = *GImGui;
5432
0
    return g.ActiveId != 0;
5433
0
}
5434
5435
bool ImGui::IsAnyItemFocused()
5436
0
{
5437
0
    ImGuiContext& g = *GImGui;
5438
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5439
0
}
5440
5441
bool ImGui::IsItemVisible()
5442
0
{
5443
0
    ImGuiContext& g = *GImGui;
5444
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5445
0
}
5446
5447
bool ImGui::IsItemEdited()
5448
0
{
5449
0
    ImGuiContext& g = *GImGui;
5450
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5451
0
}
5452
5453
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5454
// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework.
5455
void ImGui::SetItemAllowOverlap()
5456
0
{
5457
0
    ImGuiContext& g = *GImGui;
5458
0
    ImGuiID id = g.LastItemData.ID;
5459
0
    if (g.HoveredId == id)
5460
0
        g.HoveredIdAllowOverlap = true;
5461
0
    if (g.ActiveId == id)
5462
0
        g.ActiveIdAllowOverlap = true;
5463
0
}
5464
5465
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5466
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5467
35
{
5468
35
    ImGuiContext& g = *GImGui;
5469
35
    IM_ASSERT(g.ActiveId != 0);
5470
35
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5471
35
    g.ActiveIdUsingAllKeyboardKeys = true;
5472
35
    NavMoveRequestCancel();
5473
35
}
5474
5475
ImGuiID ImGui::GetItemID()
5476
0
{
5477
0
    ImGuiContext& g = *GImGui;
5478
0
    return g.LastItemData.ID;
5479
0
}
5480
5481
ImVec2 ImGui::GetItemRectMin()
5482
0
{
5483
0
    ImGuiContext& g = *GImGui;
5484
0
    return g.LastItemData.Rect.Min;
5485
0
}
5486
5487
ImVec2 ImGui::GetItemRectMax()
5488
0
{
5489
0
    ImGuiContext& g = *GImGui;
5490
0
    return g.LastItemData.Rect.Max;
5491
0
}
5492
5493
ImVec2 ImGui::GetItemRectSize()
5494
0
{
5495
0
    ImGuiContext& g = *GImGui;
5496
0
    return g.LastItemData.Rect.GetSize();
5497
0
}
5498
5499
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
5500
7.58k
{
5501
7.58k
    ImGuiContext& g = *GImGui;
5502
7.58k
    ImGuiWindow* parent_window = g.CurrentWindow;
5503
5504
7.58k
    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking;
5505
7.58k
    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag
5506
5507
    // Size
5508
7.58k
    const ImVec2 content_avail = GetContentRegionAvail();
5509
7.58k
    ImVec2 size = ImFloor(size_arg);
5510
7.58k
    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
5511
7.58k
    if (size.x <= 0.0f)
5512
5.79k
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
5513
7.58k
    if (size.y <= 0.0f)
5514
5.97k
        size.y = ImMax(content_avail.y + size.y, 4.0f);
5515
7.58k
    SetNextWindowSize(size);
5516
5517
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5518
7.58k
    const char* temp_window_name;
5519
7.58k
    if (name)
5520
7.58k
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5521
0
    else
5522
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5523
5524
7.58k
    const float backup_border_size = g.Style.ChildBorderSize;
5525
7.58k
    if (!border)
5526
4.89k
        g.Style.ChildBorderSize = 0.0f;
5527
7.58k
    bool ret = Begin(temp_window_name, NULL, flags);
5528
7.58k
    g.Style.ChildBorderSize = backup_border_size;
5529
5530
7.58k
    ImGuiWindow* child_window = g.CurrentWindow;
5531
7.58k
    child_window->ChildId = id;
5532
7.58k
    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
5533
5534
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5535
    // While this is not really documented/defined, it seems that the expected thing to do.
5536
7.58k
    if (child_window->BeginCount == 1)
5537
7.58k
        parent_window->DC.CursorPos = child_window->Pos;
5538
5539
    // Process navigation-in immediately so NavInit can run on first frame
5540
7.58k
    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavHasScroll))
5541
0
    {
5542
0
        FocusWindow(child_window);
5543
0
        NavInitWindow(child_window, false);
5544
0
        SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5545
0
        g.ActiveIdSource = ImGuiInputSource_Nav;
5546
0
    }
5547
7.58k
    return ret;
5548
7.58k
}
5549
5550
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5551
7.58k
{
5552
7.58k
    ImGuiWindow* window = GetCurrentWindow();
5553
7.58k
    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
5554
7.58k
}
5555
5556
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5557
0
{
5558
0
    IM_ASSERT(id != 0);
5559
0
    return BeginChildEx(NULL, id, size_arg, border, extra_flags);
5560
0
}
5561
5562
void ImGui::EndChild()
5563
7.58k
{
5564
7.58k
    ImGuiContext& g = *GImGui;
5565
7.58k
    ImGuiWindow* window = g.CurrentWindow;
5566
5567
7.58k
    IM_ASSERT(g.WithinEndChild == false);
5568
7.58k
    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5569
5570
7.58k
    g.WithinEndChild = true;
5571
7.58k
    if (window->BeginCount > 1)
5572
0
    {
5573
0
        End();
5574
0
    }
5575
7.58k
    else
5576
7.58k
    {
5577
7.58k
        ImVec2 sz = window->Size;
5578
7.58k
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
5579
5.79k
            sz.x = ImMax(4.0f, sz.x);
5580
7.58k
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
5581
5.97k
            sz.y = ImMax(4.0f, sz.y);
5582
7.58k
        End();
5583
5584
7.58k
        ImGuiWindow* parent_window = g.CurrentWindow;
5585
7.58k
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
5586
7.58k
        ItemSize(sz);
5587
7.58k
        if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavHasScroll) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
5588
6.81k
        {
5589
6.81k
            ItemAdd(bb, window->ChildId);
5590
6.81k
            RenderNavHighlight(bb, window->ChildId);
5591
5592
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5593
6.81k
            if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
5594
4.29k
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5595
6.81k
        }
5596
770
        else
5597
770
        {
5598
            // Not navigable into
5599
770
            ItemAdd(bb, 0);
5600
770
        }
5601
7.58k
        if (g.HoveredWindow == window)
5602
0
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5603
7.58k
    }
5604
7.58k
    g.WithinEndChild = false;
5605
7.58k
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5606
7.58k
}
5607
5608
// Helper to create a child window / scrolling region that looks like a normal widget frame.
5609
bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
5610
0
{
5611
0
    ImGuiContext& g = *GImGui;
5612
0
    const ImGuiStyle& style = g.Style;
5613
0
    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
5614
0
    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
5615
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
5616
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
5617
0
    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
5618
0
    PopStyleVar(3);
5619
0
    PopStyleColor();
5620
0
    return ret;
5621
0
}
5622
5623
void ImGui::EndChildFrame()
5624
0
{
5625
0
    EndChild();
5626
0
}
5627
5628
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5629
8
{
5630
8
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5631
8
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5632
8
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5633
8
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5634
8
}
5635
5636
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5637
22.7k
{
5638
22.7k
    ImGuiContext& g = *GImGui;
5639
22.7k
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5640
22.7k
}
5641
5642
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5643
22.7k
{
5644
22.7k
    ImGuiID id = ImHashStr(name);
5645
22.7k
    return FindWindowByID(id);
5646
22.7k
}
5647
5648
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5649
0
{
5650
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5651
0
    window->ViewportPos = main_viewport->Pos;
5652
0
    if (settings->ViewportId)
5653
0
    {
5654
0
        window->ViewportId = settings->ViewportId;
5655
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5656
0
    }
5657
0
    window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5658
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5659
0
        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
5660
0
    window->Collapsed = settings->Collapsed;
5661
0
    window->DockId = settings->DockId;
5662
0
    window->DockOrder = settings->DockOrder;
5663
0
}
5664
5665
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5666
22.7k
{
5667
22.7k
    ImGuiContext& g = *GImGui;
5668
5669
22.7k
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5670
22.7k
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5671
22.7k
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5672
2
    {
5673
2
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5674
2
        g.WindowsFocusOrder.push_back(window);
5675
2
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5676
2
    }
5677
22.7k
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5678
0
    {
5679
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5680
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5681
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5682
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5683
0
        window->FocusOrder = -1;
5684
0
    }
5685
22.7k
    window->IsExplicitChild = new_is_explicit_child;
5686
22.7k
}
5687
5688
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5689
3
{
5690
    // Initial window state with e.g. default/arbitrary window position
5691
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5692
3
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5693
3
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5694
3
    window->ViewportPos = main_viewport->Pos;
5695
3
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5696
5697
3
    if (settings != NULL)
5698
0
    {
5699
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5700
0
        ApplyWindowSettings(window, settings);
5701
0
    }
5702
3
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5703
5704
3
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5705
0
    {
5706
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5707
0
        window->AutoFitOnlyGrows = false;
5708
0
    }
5709
3
    else
5710
3
    {
5711
3
        if (window->Size.x <= 0.0f)
5712
3
            window->AutoFitFramesX = 2;
5713
3
        if (window->Size.y <= 0.0f)
5714
3
            window->AutoFitFramesY = 2;
5715
3
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5716
3
    }
5717
3
}
5718
5719
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5720
3
{
5721
    // Create window the first time
5722
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5723
3
    ImGuiContext& g = *GImGui;
5724
3
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5725
3
    window->Flags = flags;
5726
3
    g.WindowsById.SetVoidPtr(window->ID, window);
5727
5728
3
    ImGuiWindowSettings* settings = NULL;
5729
3
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5730
2
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5731
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5732
5733
3
    InitOrLoadWindowSettings(window, settings);
5734
5735
3
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5736
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5737
3
    else
5738
3
        g.Windows.push_back(window);
5739
5740
3
    return window;
5741
3
}
5742
5743
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5744
0
{
5745
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5746
0
}
5747
5748
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5749
30.4k
{
5750
30.4k
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5751
30.4k
}
5752
5753
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
5754
45.5k
{
5755
45.5k
    ImGuiContext& g = *GImGui;
5756
45.5k
    ImVec2 new_size = size_desired;
5757
45.5k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
5758
0
    {
5759
        // Using -1,-1 on either X/Y axis to preserve the current size.
5760
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
5761
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
5762
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
5763
0
        if (g.NextWindowData.SizeCallback)
5764
0
        {
5765
0
            ImGuiSizeCallbackData data;
5766
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
5767
0
            data.Pos = window->Pos;
5768
0
            data.CurrentSize = window->SizeFull;
5769
0
            data.DesiredSize = new_size;
5770
0
            g.NextWindowData.SizeCallback(&data);
5771
0
            new_size = data.DesiredSize;
5772
0
        }
5773
0
        new_size.x = IM_FLOOR(new_size.x);
5774
0
        new_size.y = IM_FLOOR(new_size.y);
5775
0
    }
5776
5777
    // Minimum size
5778
45.5k
    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
5779
30.4k
    {
5780
30.4k
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5781
30.4k
        new_size = ImMax(new_size, g.Style.WindowMinSize);
5782
30.4k
        const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f);
5783
30.4k
        new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows
5784
30.4k
    }
5785
45.5k
    return new_size;
5786
45.5k
}
5787
5788
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
5789
22.7k
{
5790
22.7k
    bool preserve_old_content_sizes = false;
5791
22.7k
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
5792
7
        preserve_old_content_sizes = true;
5793
22.7k
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
5794
441
        preserve_old_content_sizes = true;
5795
22.7k
    if (preserve_old_content_sizes)
5796
448
    {
5797
448
        *content_size_current = window->ContentSize;
5798
448
        *content_size_ideal = window->ContentSizeIdeal;
5799
448
        return;
5800
448
    }
5801
5802
22.3k
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
5803
22.3k
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
5804
22.3k
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
5805
22.3k
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
5806
22.3k
}
5807
5808
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
5809
22.7k
{
5810
22.7k
    ImGuiContext& g = *GImGui;
5811
22.7k
    ImGuiStyle& style = g.Style;
5812
22.7k
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
5813
22.7k
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
5814
22.7k
    ImVec2 size_pad = window->WindowPadding * 2.0f;
5815
22.7k
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
5816
22.7k
    if (window->Flags & ImGuiWindowFlags_Tooltip)
5817
0
    {
5818
        // Tooltip always resize
5819
0
        return size_desired;
5820
0
    }
5821
22.7k
    else
5822
22.7k
    {
5823
        // Maximum window size is determined by the viewport size or monitor size
5824
22.7k
        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
5825
22.7k
        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
5826
22.7k
        ImVec2 size_min = style.WindowMinSize;
5827
22.7k
        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5828
0
            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
5829
5830
22.7k
        ImVec2 avail_size = window->Viewport->WorkSize;
5831
22.7k
        if (window->ViewportOwned)
5832
0
            avail_size = ImVec2(FLT_MAX, FLT_MAX);
5833
22.7k
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
5834
22.7k
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
5835
0
            avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
5836
22.7k
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
5837
5838
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
5839
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
5840
22.7k
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5841
22.7k
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
5842
22.7k
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
5843
22.7k
        if (will_have_scrollbar_x)
5844
7.58k
            size_auto_fit.y += style.ScrollbarSize;
5845
22.7k
        if (will_have_scrollbar_y)
5846
43
            size_auto_fit.x += style.ScrollbarSize;
5847
22.7k
        return size_auto_fit;
5848
22.7k
    }
5849
22.7k
}
5850
5851
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
5852
0
{
5853
0
    ImVec2 size_contents_current;
5854
0
    ImVec2 size_contents_ideal;
5855
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
5856
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
5857
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5858
0
    return size_final;
5859
0
}
5860
5861
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
5862
22.7k
{
5863
22.7k
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
5864
0
        return ImGuiCol_PopupBg;
5865
22.7k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
5866
7.58k
        return ImGuiCol_ChildBg;
5867
15.1k
    return ImGuiCol_WindowBg;
5868
22.7k
}
5869
5870
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
5871
51
{
5872
51
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
5873
51
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
5874
51
    ImVec2 size_expected = pos_max - pos_min;
5875
51
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
5876
51
    *out_pos = pos_min;
5877
51
    if (corner_norm.x == 0.0f)
5878
0
        out_pos->x -= (size_constrained.x - size_expected.x);
5879
51
    if (corner_norm.y == 0.0f)
5880
0
        out_pos->y -= (size_constrained.y - size_expected.y);
5881
51
    *out_size = size_constrained;
5882
51
}
5883
5884
// Data for resizing from corner
5885
struct ImGuiResizeGripDef
5886
{
5887
    ImVec2  CornerPosN;
5888
    ImVec2  InnerDir;
5889
    int     AngleMin12, AngleMax12;
5890
};
5891
static const ImGuiResizeGripDef resize_grip_def[4] =
5892
{
5893
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
5894
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
5895
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
5896
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
5897
};
5898
5899
// Data for resizing from borders
5900
struct ImGuiResizeBorderDef
5901
{
5902
    ImVec2 InnerDir;
5903
    ImVec2 SegmentN1, SegmentN2;
5904
    float  OuterAngle;
5905
};
5906
static const ImGuiResizeBorderDef resize_border_def[4] =
5907
{
5908
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
5909
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
5910
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
5911
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
5912
};
5913
5914
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
5915
0
{
5916
0
    ImRect rect = window->Rect();
5917
0
    if (thickness == 0.0f)
5918
0
        rect.Max -= ImVec2(1, 1);
5919
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
5920
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
5921
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
5922
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
5923
0
    IM_ASSERT(0);
5924
0
    return ImRect();
5925
0
}
5926
5927
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
5928
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
5929
0
{
5930
0
    IM_ASSERT(n >= 0 && n < 4);
5931
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
5932
0
    id = ImHashStr("#RESIZE", 0, id);
5933
0
    id = ImHashData(&n, sizeof(int), id);
5934
0
    return id;
5935
0
}
5936
5937
// Borders (Left, Right, Up, Down)
5938
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
5939
0
{
5940
0
    IM_ASSERT(dir >= 0 && dir < 4);
5941
0
    int n = (int)dir + 4;
5942
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
5943
0
    id = ImHashStr("#RESIZE", 0, id);
5944
0
    id = ImHashData(&n, sizeof(int), id);
5945
0
    return id;
5946
0
}
5947
5948
// Handle resize for: Resize Grips, Borders, Gamepad
5949
// Return true when using auto-fit (double-click on resize grip)
5950
static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
5951
22.7k
{
5952
22.7k
    ImGuiContext& g = *GImGui;
5953
22.7k
    ImGuiWindowFlags flags = window->Flags;
5954
5955
22.7k
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
5956
7.58k
        return false;
5957
15.1k
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
5958
7.58k
        return false;
5959
5960
7.57k
    bool ret_auto_fit = false;
5961
7.57k
    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
5962
7.57k
    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
5963
7.57k
    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
5964
7.57k
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
5965
5966
7.57k
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
5967
7.57k
    ImVec2 size_target(FLT_MAX, FLT_MAX);
5968
5969
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
5970
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
5971
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
5972
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
5973
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
5974
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
5975
7.57k
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
5976
7.57k
    if (clip_with_viewport_rect)
5977
7.57k
        window->ClipRect = window->Viewport->GetMainRect();
5978
5979
    // Resize grips and borders are on layer 1
5980
7.57k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
5981
5982
    // Manual resize grips
5983
7.57k
    PushID("#RESIZE");
5984
15.1k
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
5985
7.57k
    {
5986
7.57k
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
5987
7.57k
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
5988
5989
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
5990
7.57k
        bool hovered, held;
5991
7.57k
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
5992
7.57k
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
5993
7.57k
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
5994
7.57k
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
5995
7.57k
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
5996
7.57k
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
5997
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
5998
7.57k
        if (hovered || held)
5999
78
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6000
6001
7.57k
        if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)
6002
1
        {
6003
            // Manual auto-fit when double-clicking
6004
1
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6005
1
            ret_auto_fit = true;
6006
1
            ClearActiveID();
6007
1
        }
6008
7.57k
        else if (held)
6009
51
        {
6010
            // Resize from any of the four corners
6011
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6012
51
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);
6013
51
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);
6014
51
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6015
51
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6016
51
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6017
51
        }
6018
6019
        // Only lower-left grip is visible before hovering/activating
6020
7.57k
        if (resize_grip_n == 0 || held || hovered)
6021
7.57k
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6022
7.57k
    }
6023
7.57k
    for (int border_n = 0; border_n < resize_border_count; border_n++)
6024
0
    {
6025
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6026
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6027
6028
0
        bool hovered, held;
6029
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6030
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6031
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6032
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6033
        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6034
0
        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
6035
0
        {
6036
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6037
0
            if (held)
6038
0
                *border_held = border_n;
6039
0
        }
6040
0
        if (held)
6041
0
        {
6042
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX);
6043
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left  ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up   ? visibility_rect.Max.y : +FLT_MAX);
6044
0
            ImVec2 border_target = window->Pos;
6045
0
            border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;
6046
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6047
0
            CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6048
0
        }
6049
0
    }
6050
7.57k
    PopID();
6051
6052
    // Restore nav layer
6053
7.57k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6054
6055
    // Navigation resize (keyboard/gamepad)
6056
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6057
    // Not even sure the callback works here.
6058
7.57k
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6059
0
    {
6060
0
        ImVec2 nav_resize_dir;
6061
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6062
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6063
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6064
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6065
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6066
0
        {
6067
0
            const float NAV_RESIZE_SPEED = 600.0f;
6068
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6069
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6070
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, visibility_rect.Min - window->Pos - window->Size); // We need Pos+Size >= visibility_rect.Min, so Size >= visibility_rect.Min - Pos, so size_delta >= visibility_rect.Min - window->Pos - window->Size
6071
0
            g.NavWindowingToggleLayer = false;
6072
0
            g.NavDisableMouseHover = true;
6073
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6074
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize);
6075
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6076
0
            {
6077
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6078
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6079
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6080
0
            }
6081
0
        }
6082
0
    }
6083
6084
    // Apply back modified position/size to window
6085
7.57k
    if (size_target.x != FLT_MAX)
6086
52
    {
6087
52
        window->SizeFull = size_target;
6088
52
        MarkIniSettingsDirty(window);
6089
52
    }
6090
7.57k
    if (pos_target.x != FLT_MAX)
6091
51
    {
6092
51
        window->Pos = ImFloor(pos_target);
6093
51
        MarkIniSettingsDirty(window);
6094
51
    }
6095
6096
7.57k
    window->Size = window->SizeFull;
6097
7.57k
    return ret_auto_fit;
6098
15.1k
}
6099
6100
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6101
15.1k
{
6102
15.1k
    ImGuiContext& g = *GImGui;
6103
15.1k
    ImVec2 size_for_clamping = window->Size;
6104
15.1k
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6105
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6106
15.1k
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6107
15.1k
}
6108
6109
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6110
22.7k
{
6111
22.7k
    ImGuiContext& g = *GImGui;
6112
22.7k
    float rounding = window->WindowRounding;
6113
22.7k
    float border_size = window->WindowBorderSize;
6114
22.7k
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6115
17.8k
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6116
6117
22.7k
    int border_held = window->ResizeBorderHeld;
6118
22.7k
    if (border_held != -1)
6119
0
    {
6120
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_held];
6121
0
        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
6122
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6123
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6124
0
        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
6125
0
    }
6126
22.7k
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6127
0
    {
6128
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6129
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6130
0
    }
6131
22.7k
}
6132
6133
// Draw background and borders
6134
// Draw and handle scrollbars
6135
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6136
22.7k
{
6137
22.7k
    ImGuiContext& g = *GImGui;
6138
22.7k
    ImGuiStyle& style = g.Style;
6139
22.7k
    ImGuiWindowFlags flags = window->Flags;
6140
6141
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6142
22.7k
    IM_ASSERT(window->BeginCount == 0);
6143
22.7k
    window->SkipItems = false;
6144
6145
    // Draw window + handle manual resize
6146
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6147
22.7k
    const float window_rounding = window->WindowRounding;
6148
22.7k
    const float window_border_size = window->WindowBorderSize;
6149
22.7k
    if (window->Collapsed)
6150
7
    {
6151
        // Title bar only
6152
7
        const float backup_border_size = style.FrameBorderSize;
6153
7
        g.Style.FrameBorderSize = window->WindowBorderSize;
6154
7
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6155
7
        if (window->ViewportOwned)
6156
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6157
7
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6158
7
        g.Style.FrameBorderSize = backup_border_size;
6159
7
    }
6160
22.7k
    else
6161
22.7k
    {
6162
        // Window background
6163
22.7k
        if (!(flags & ImGuiWindowFlags_NoBackground))
6164
22.7k
        {
6165
22.7k
            bool is_docking_transparent_payload = false;
6166
22.7k
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6167
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6168
0
                    is_docking_transparent_payload = true;
6169
6170
22.7k
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6171
22.7k
            if (window->ViewportOwned)
6172
0
            {
6173
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6174
0
                if (is_docking_transparent_payload)
6175
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6176
0
            }
6177
22.7k
            else
6178
22.7k
            {
6179
                // Adjust alpha. For docking
6180
22.7k
                bool override_alpha = false;
6181
22.7k
                float alpha = 1.0f;
6182
22.7k
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6183
0
                {
6184
0
                    alpha = g.NextWindowData.BgAlphaVal;
6185
0
                    override_alpha = true;
6186
0
                }
6187
22.7k
                if (is_docking_transparent_payload)
6188
0
                {
6189
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6190
0
                    override_alpha = true;
6191
0
                }
6192
22.7k
                if (override_alpha)
6193
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6194
22.7k
            }
6195
6196
            // Render, for docked windows and host windows we ensure bg goes before decorations
6197
22.7k
            if (window->DockIsActive)
6198
0
                window->DockNode->LastBgColor = bg_col;
6199
22.7k
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6200
22.7k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6201
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6202
22.7k
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6203
22.7k
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6204
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6205
22.7k
        }
6206
22.7k
        if (window->DockIsActive)
6207
0
            window->DockNode->IsBgDrawnThisFrame = true;
6208
6209
        // Title bar
6210
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6211
        // in order for their pos/size to be matching their undocking state.)
6212
22.7k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6213
15.1k
        {
6214
15.1k
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6215
15.1k
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6216
15.1k
        }
6217
6218
        // Menu bar
6219
22.7k
        if (flags & ImGuiWindowFlags_MenuBar)
6220
0
        {
6221
0
            ImRect menu_bar_rect = window->MenuBarRect();
6222
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6223
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6224
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6225
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6226
0
        }
6227
6228
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6229
22.7k
        ImGuiDockNode* node = window->DockNode;
6230
22.7k
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6231
0
        {
6232
0
            float unhide_sz_draw = ImFloor(g.FontSize * 0.70f);
6233
0
            float unhide_sz_hit = ImFloor(g.FontSize * 0.55f);
6234
0
            ImVec2 p = node->Pos;
6235
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6236
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6237
0
            KeepAliveID(unhide_id);
6238
0
            bool hovered, held;
6239
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6240
0
                node->WantHiddenTabBarToggle = true;
6241
0
            else if (held && IsMouseDragging(0))
6242
0
                StartMouseMovingWindowOrNode(window, node, true);
6243
6244
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6245
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6246
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6247
0
        }
6248
6249
        // Scrollbars
6250
22.7k
        if (window->ScrollbarX)
6251
7.58k
            Scrollbar(ImGuiAxis_X);
6252
22.7k
        if (window->ScrollbarY)
6253
7.61k
            Scrollbar(ImGuiAxis_Y);
6254
6255
        // Render resize grips (after their input handling so we don't have a frame of latency)
6256
22.7k
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6257
15.1k
        {
6258
30.3k
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6259
15.1k
            {
6260
15.1k
                const ImU32 col = resize_grip_col[resize_grip_n];
6261
15.1k
                if ((col & IM_COL32_A_MASK) == 0)
6262
7.58k
                    continue;
6263
7.57k
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6264
7.57k
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6265
7.57k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6266
7.57k
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6267
7.57k
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6268
7.57k
                window->DrawList->PathFillConvex(col);
6269
7.57k
            }
6270
15.1k
        }
6271
6272
        // Borders (for dock node host they will be rendered over after the tab bar)
6273
22.7k
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6274
22.7k
            RenderWindowOuterBorders(window);
6275
22.7k
    }
6276
22.7k
}
6277
6278
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6279
// Render title text, collapse button, close button
6280
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6281
15.1k
{
6282
15.1k
    ImGuiContext& g = *GImGui;
6283
15.1k
    ImGuiStyle& style = g.Style;
6284
15.1k
    ImGuiWindowFlags flags = window->Flags;
6285
6286
15.1k
    const bool has_close_button = (p_open != NULL);
6287
15.1k
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6288
6289
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6290
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6291
15.1k
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6292
15.1k
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6293
15.1k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6294
6295
    // Layout buttons
6296
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6297
15.1k
    float pad_l = style.FramePadding.x;
6298
15.1k
    float pad_r = style.FramePadding.x;
6299
15.1k
    float button_sz = g.FontSize;
6300
15.1k
    ImVec2 close_button_pos;
6301
15.1k
    ImVec2 collapse_button_pos;
6302
15.1k
    if (has_close_button)
6303
0
    {
6304
0
        pad_r += button_sz;
6305
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6306
0
    }
6307
15.1k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6308
0
    {
6309
0
        pad_r += button_sz;
6310
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6311
0
    }
6312
15.1k
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6313
15.1k
    {
6314
15.1k
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);
6315
15.1k
        pad_l += button_sz;
6316
15.1k
    }
6317
6318
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6319
15.1k
    if (has_collapse_button)
6320
15.1k
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6321
1
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6322
6323
    // Close button
6324
15.1k
    if (has_close_button)
6325
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6326
0
            *p_open = false;
6327
6328
15.1k
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6329
15.1k
    g.CurrentItemFlags = item_flags_backup;
6330
6331
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6332
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6333
15.1k
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6334
15.1k
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6335
6336
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6337
    // while uncentered title text will still reach edges correctly.
6338
15.1k
    if (pad_l > style.FramePadding.x)
6339
15.1k
        pad_l += g.Style.ItemInnerSpacing.x;
6340
15.1k
    if (pad_r > style.FramePadding.x)
6341
0
        pad_r += g.Style.ItemInnerSpacing.x;
6342
15.1k
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6343
0
    {
6344
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6345
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6346
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6347
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6348
0
    }
6349
6350
15.1k
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6351
15.1k
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6352
15.1k
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6353
0
    {
6354
0
        ImVec2 marker_pos;
6355
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6356
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6357
0
        if (marker_pos.x > layout_r.Min.x)
6358
0
        {
6359
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6360
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6361
0
        }
6362
0
    }
6363
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6364
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6365
15.1k
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6366
15.1k
}
6367
6368
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6369
22.7k
{
6370
22.7k
    window->ParentWindow = parent_window;
6371
22.7k
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6372
22.7k
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6373
7.58k
    {
6374
7.58k
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6375
7.58k
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6376
7.58k
            window->RootWindow = parent_window->RootWindow;
6377
7.58k
    }
6378
22.7k
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6379
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6380
22.7k
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6381
7.58k
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6382
22.7k
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6383
0
    {
6384
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6385
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6386
0
    }
6387
22.7k
}
6388
6389
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6390
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6391
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6392
// - Window             // FindBlockingModal() returns Modal1
6393
//   - Window           //                  .. returns Modal1
6394
//   - Modal1           //                  .. returns Modal2
6395
//      - Window        //                  .. returns Modal2
6396
//          - Window    //                  .. returns Modal2
6397
//          - Modal2    //                  .. returns Modal2
6398
static ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6399
0
{
6400
0
    ImGuiContext& g = *GImGui;
6401
0
    if (g.OpenPopupStack.Size <= 0)
6402
0
        return NULL;
6403
6404
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6405
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
6406
0
    {
6407
0
        ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window;
6408
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6409
0
            continue;
6410
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6411
0
            continue;
6412
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window is rendered over last modal, no render order change needed.
6413
0
            break;
6414
0
        for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow)
6415
0
            if (IsWindowWithinBeginStackOf(window, parent))
6416
0
                return popup_window;                                // Place window above its begin stack parent.
6417
0
    }
6418
0
    return NULL;
6419
0
}
6420
6421
// Push a new Dear ImGui window to add widgets to.
6422
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6423
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6424
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6425
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6426
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6427
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6428
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6429
22.7k
{
6430
22.7k
    ImGuiContext& g = *GImGui;
6431
22.7k
    const ImGuiStyle& style = g.Style;
6432
22.7k
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6433
22.7k
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6434
22.7k
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6435
6436
    // Find or create
6437
22.7k
    ImGuiWindow* window = FindWindowByName(name);
6438
22.7k
    const bool window_just_created = (window == NULL);
6439
22.7k
    if (window_just_created)
6440
3
        window = CreateNewWindow(name, flags);
6441
6442
    // Automatically disable manual moving/resizing when NoInputs is set
6443
22.7k
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6444
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6445
6446
22.7k
    if (flags & ImGuiWindowFlags_NavFlattened)
6447
22.7k
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6448
6449
22.7k
    const int current_frame = g.FrameCount;
6450
22.7k
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6451
22.7k
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6452
6453
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6454
22.7k
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6455
22.7k
    if (flags & ImGuiWindowFlags_Popup)
6456
0
    {
6457
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6458
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6459
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6460
0
    }
6461
6462
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6463
22.7k
    const bool window_was_appearing = window->Appearing;
6464
22.7k
    if (first_begin_of_the_frame)
6465
22.7k
    {
6466
22.7k
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6467
22.7k
        window->Appearing = window_just_activated_by_user;
6468
22.7k
        if (window->Appearing)
6469
4
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6470
22.7k
        window->FlagsPreviousFrame = window->Flags;
6471
22.7k
        window->Flags = (ImGuiWindowFlags)flags;
6472
22.7k
        window->LastFrameActive = current_frame;
6473
22.7k
        window->LastTimeActive = (float)g.Time;
6474
22.7k
        window->BeginOrderWithinParent = 0;
6475
22.7k
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6476
22.7k
    }
6477
0
    else
6478
0
    {
6479
0
        flags = window->Flags;
6480
0
    }
6481
6482
    // Docking
6483
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6484
22.7k
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6485
22.7k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6486
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6487
22.7k
    if (first_begin_of_the_frame)
6488
22.7k
    {
6489
22.7k
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6490
22.7k
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6491
22.7k
        bool dock_node_was_visible = window->DockNodeIsVisible;
6492
22.7k
        bool dock_tab_was_visible = window->DockTabIsVisible;
6493
22.7k
        if (has_dock_node || new_auto_dock_node)
6494
0
        {
6495
0
            BeginDocked(window, p_open);
6496
0
            flags = window->Flags;
6497
0
            if (window->DockIsActive)
6498
0
            {
6499
0
                IM_ASSERT(window->DockNode != NULL);
6500
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6501
0
            }
6502
6503
            // Amend the Appearing flag
6504
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6505
0
            {
6506
0
                window->Appearing = true;
6507
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6508
0
            }
6509
0
        }
6510
22.7k
        else
6511
22.7k
        {
6512
22.7k
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6513
22.7k
        }
6514
22.7k
    }
6515
6516
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6517
22.7k
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6518
22.7k
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6519
22.7k
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6520
6521
    // We allow window memory to be compacted so recreate the base stack when needed.
6522
22.7k
    if (window->IDStack.Size == 0)
6523
0
        window->IDStack.push_back(window->ID);
6524
6525
    // Add to stack
6526
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6527
22.7k
    g.CurrentWindow = window;
6528
22.7k
    ImGuiWindowStackData window_stack_data;
6529
22.7k
    window_stack_data.Window = window;
6530
22.7k
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6531
22.7k
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6532
22.7k
    g.CurrentWindowStack.push_back(window_stack_data);
6533
22.7k
    if (flags & ImGuiWindowFlags_ChildMenu)
6534
0
        g.BeginMenuCount++;
6535
6536
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6537
22.7k
    if (first_begin_of_the_frame)
6538
22.7k
    {
6539
22.7k
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6540
22.7k
        window->ParentWindowInBeginStack = parent_window_in_stack;
6541
22.7k
    }
6542
6543
    // Add to focus scope stack
6544
22.7k
    PushFocusScope(window->ID);
6545
22.7k
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6546
22.7k
    g.CurrentWindow = NULL;
6547
6548
    // Add to popup stack
6549
22.7k
    if (flags & ImGuiWindowFlags_Popup)
6550
0
    {
6551
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6552
0
        popup_ref.Window = window;
6553
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6554
0
        g.BeginPopupStack.push_back(popup_ref);
6555
0
        window->PopupId = popup_ref.PopupId;
6556
0
    }
6557
6558
    // Process SetNextWindow***() calls
6559
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6560
22.7k
    bool window_pos_set_by_api = false;
6561
22.7k
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6562
22.7k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6563
0
    {
6564
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6565
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6566
0
        {
6567
            // May be processed on the next frame if this is our first frame and we are measuring size
6568
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6569
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6570
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6571
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6572
0
        }
6573
0
        else
6574
0
        {
6575
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6576
0
        }
6577
0
    }
6578
22.7k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6579
15.1k
    {
6580
15.1k
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6581
15.1k
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6582
15.1k
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6583
15.1k
    }
6584
22.7k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6585
0
    {
6586
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6587
0
        {
6588
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6589
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6590
0
        }
6591
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6592
0
        {
6593
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6594
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6595
0
        }
6596
0
    }
6597
22.7k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6598
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6599
22.7k
    else if (first_begin_of_the_frame)
6600
22.7k
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6601
22.7k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6602
0
        window->WindowClass = g.NextWindowData.WindowClass;
6603
22.7k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6604
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6605
22.7k
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6606
0
        FocusWindow(window);
6607
22.7k
    if (window->Appearing)
6608
4
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6609
6610
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6611
22.7k
    if (first_begin_of_the_frame)
6612
22.7k
    {
6613
        // Initialize
6614
22.7k
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6615
22.7k
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6616
22.7k
        window->Active = true;
6617
22.7k
        window->HasCloseButton = (p_open != NULL);
6618
22.7k
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6619
22.7k
        window->IDStack.resize(1);
6620
22.7k
        window->DrawList->_ResetForNewFrame();
6621
22.7k
        window->DC.CurrentTableIdx = -1;
6622
22.7k
        if (flags & ImGuiWindowFlags_DockNodeHost)
6623
0
        {
6624
0
            window->DrawList->ChannelsSplit(2);
6625
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6626
0
        }
6627
6628
        // Restore buffer capacity when woken from a compacted state, to avoid
6629
22.7k
        if (window->MemoryCompacted)
6630
0
            GcAwakeTransientWindowBuffers(window);
6631
6632
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6633
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6634
22.7k
        bool window_title_visible_elsewhere = false;
6635
22.7k
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6636
0
            window_title_visible_elsewhere = true;
6637
22.7k
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6638
0
            window_title_visible_elsewhere = true;
6639
22.7k
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6640
0
        {
6641
0
            size_t buf_len = (size_t)window->NameBufLen;
6642
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6643
0
            window->NameBufLen = (int)buf_len;
6644
0
        }
6645
6646
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6647
6648
        // Update contents size from last frame for auto-fitting (or use explicit size)
6649
22.7k
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6650
6651
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6652
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6653
        // it has a single usage before this code block and may be set below before it is finally checked.
6654
22.7k
        if (window->HiddenFramesCanSkipItems > 0)
6655
441
            window->HiddenFramesCanSkipItems--;
6656
22.7k
        if (window->HiddenFramesCannotSkipItems > 0)
6657
2
            window->HiddenFramesCannotSkipItems--;
6658
22.7k
        if (window->HiddenFramesForRenderOnly > 0)
6659
0
            window->HiddenFramesForRenderOnly--;
6660
6661
        // Hide new windows for one frame until they calculate their size
6662
22.7k
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6663
1
            window->HiddenFramesCannotSkipItems = 1;
6664
6665
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6666
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
6667
22.7k
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
6668
0
        {
6669
0
            window->HiddenFramesCannotSkipItems = 1;
6670
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
6671
0
            {
6672
0
                if (!window_size_x_set_by_api)
6673
0
                    window->Size.x = window->SizeFull.x = 0.f;
6674
0
                if (!window_size_y_set_by_api)
6675
0
                    window->Size.y = window->SizeFull.y = 0.f;
6676
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
6677
0
            }
6678
0
        }
6679
6680
        // SELECT VIEWPORT
6681
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
6682
6683
22.7k
        WindowSelectViewport(window);
6684
22.7k
        SetCurrentViewport(window, window->Viewport);
6685
22.7k
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6686
22.7k
        SetCurrentWindow(window);
6687
22.7k
        flags = window->Flags;
6688
6689
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
6690
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
6691
6692
22.7k
        if (flags & ImGuiWindowFlags_ChildWindow)
6693
7.58k
            window->WindowBorderSize = style.ChildBorderSize;
6694
15.1k
        else
6695
15.1k
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
6696
22.7k
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
6697
4.89k
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
6698
17.8k
        else
6699
17.8k
            window->WindowPadding = style.WindowPadding;
6700
6701
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
6702
22.7k
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
6703
22.7k
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
6704
6705
22.7k
        bool use_current_size_for_scrollbar_x = window_just_created;
6706
22.7k
        bool use_current_size_for_scrollbar_y = window_just_created;
6707
6708
        // Collapse window by double-clicking on title bar
6709
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
6710
22.7k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
6711
15.1k
        {
6712
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
6713
15.1k
            ImRect title_bar_rect = window->TitleBarRect();
6714
15.1k
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
6715
1
                window->WantCollapseToggle = true;
6716
15.1k
            if (window->WantCollapseToggle)
6717
2
            {
6718
2
                window->Collapsed = !window->Collapsed;
6719
2
                if (!window->Collapsed)
6720
1
                    use_current_size_for_scrollbar_y = true;
6721
2
                MarkIniSettingsDirty(window);
6722
2
            }
6723
15.1k
        }
6724
7.58k
        else
6725
7.58k
        {
6726
7.58k
            window->Collapsed = false;
6727
7.58k
        }
6728
22.7k
        window->WantCollapseToggle = false;
6729
6730
        // SIZE
6731
6732
        // Outer Decoration Sizes
6733
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
6734
22.7k
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
6735
22.7k
        window->DecoOuterSizeX1 = 0.0f;
6736
22.7k
        window->DecoOuterSizeX2 = 0.0f;
6737
22.7k
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
6738
22.7k
        window->DecoOuterSizeY2 = 0.0f;
6739
22.7k
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
6740
6741
        // Calculate auto-fit size, handle automatic resize
6742
22.7k
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
6743
22.7k
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
6744
0
        {
6745
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
6746
0
            if (!window_size_x_set_by_api)
6747
0
            {
6748
0
                window->SizeFull.x = size_auto_fit.x;
6749
0
                use_current_size_for_scrollbar_x = true;
6750
0
            }
6751
0
            if (!window_size_y_set_by_api)
6752
0
            {
6753
0
                window->SizeFull.y = size_auto_fit.y;
6754
0
                use_current_size_for_scrollbar_y = true;
6755
0
            }
6756
0
        }
6757
22.7k
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6758
2
        {
6759
            // Auto-fit may only grow window during the first few frames
6760
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
6761
2
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
6762
2
            {
6763
2
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
6764
2
                use_current_size_for_scrollbar_x = true;
6765
2
            }
6766
2
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
6767
2
            {
6768
2
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
6769
2
                use_current_size_for_scrollbar_y = true;
6770
2
            }
6771
2
            if (!window->Collapsed)
6772
2
                MarkIniSettingsDirty(window);
6773
2
        }
6774
6775
        // Apply minimum/maximum window size constraints and final size
6776
22.7k
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
6777
22.7k
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
6778
6779
        // POSITION
6780
6781
        // Popup latch its initial position, will position itself when it appears next frame
6782
22.7k
        if (window_just_activated_by_user)
6783
4
        {
6784
4
            window->AutoPosLastDirection = ImGuiDir_None;
6785
4
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
6786
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
6787
4
        }
6788
6789
        // Position child window
6790
22.7k
        if (flags & ImGuiWindowFlags_ChildWindow)
6791
7.58k
        {
6792
7.58k
            IM_ASSERT(parent_window && parent_window->Active);
6793
7.58k
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
6794
7.58k
            parent_window->DC.ChildWindows.push_back(window);
6795
7.58k
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
6796
7.58k
                window->Pos = parent_window->DC.CursorPos;
6797
7.58k
        }
6798
6799
22.7k
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
6800
22.7k
        if (window_pos_with_pivot)
6801
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
6802
22.7k
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
6803
0
            window->Pos = FindBestWindowPosForPopup(window);
6804
22.7k
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
6805
0
            window->Pos = FindBestWindowPosForPopup(window);
6806
22.7k
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
6807
0
            window->Pos = FindBestWindowPosForPopup(window);
6808
6809
        // Late create viewport if we don't fit within our current host viewport.
6810
22.7k
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_Minimized))
6811
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
6812
0
            {
6813
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
6814
                //ImGuiViewport* old_viewport = window->Viewport;
6815
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
6816
6817
                // FIXME-DPI
6818
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
6819
0
                SetCurrentViewport(window, window->Viewport);
6820
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6821
0
                SetCurrentWindow(window);
6822
0
            }
6823
6824
22.7k
        if (window->ViewportOwned)
6825
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
6826
6827
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
6828
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
6829
22.7k
        ImRect viewport_rect(window->Viewport->GetMainRect());
6830
22.7k
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
6831
22.7k
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
6832
22.7k
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
6833
6834
        // Clamp position/size so window stays visible within its viewport or monitor
6835
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
6836
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
6837
22.7k
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
6838
15.1k
        {
6839
15.1k
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
6840
15.1k
            {
6841
15.1k
                ClampWindowPos(window, visibility_rect);
6842
15.1k
            }
6843
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
6844
0
            {
6845
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
6846
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
6847
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
6848
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
6849
0
                ClampWindowPos(window, visibility_rect);
6850
0
            }
6851
15.1k
        }
6852
22.7k
        window->Pos = ImFloor(window->Pos);
6853
6854
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
6855
        // Large values tend to lead to variety of artifacts and are not recommended.
6856
22.7k
        if (window->ViewportOwned || window->DockIsActive)
6857
0
            window->WindowRounding = 0.0f;
6858
22.7k
        else
6859
22.7k
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
6860
6861
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
6862
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
6863
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
6864
6865
        // Apply window focus (new and reactivated windows are moved to front)
6866
22.7k
        bool want_focus = false;
6867
22.7k
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
6868
4
        {
6869
4
            if (flags & ImGuiWindowFlags_Popup)
6870
0
                want_focus = true;
6871
4
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
6872
2
                want_focus = true;
6873
6874
4
            ImGuiWindow* modal = GetTopMostPopupModal();
6875
4
            if (modal != NULL && !IsWindowWithinBeginStackOf(window, modal))
6876
0
            {
6877
                // Avoid focusing a window that is created outside of active modal. This will prevent active modal from being closed.
6878
                // Since window is not focused it would reappear at the same display position like the last time it was visible.
6879
                // In case of completely new windows it would go to the top (over current modal), but input to such window would still be blocked by modal.
6880
                // Position window behind a modal that is not a begin-parent of this window.
6881
0
                want_focus = false;
6882
0
                if (window == window->RootWindow)
6883
0
                {
6884
0
                    ImGuiWindow* blocking_modal = FindBlockingModal(window);
6885
0
                    IM_ASSERT(blocking_modal != NULL);
6886
0
                    BringWindowToDisplayBehind(window, blocking_modal);
6887
0
                }
6888
0
            }
6889
4
        }
6890
6891
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
6892
#ifdef IMGUI_ENABLE_TEST_ENGINE
6893
        if (g.TestEngineHookItems)
6894
        {
6895
            IM_ASSERT(window->IDStack.Size == 1);
6896
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
6897
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
6898
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
6899
            window->IDStack.Size = 1;
6900
        }
6901
#endif
6902
6903
        // Decide if we are going to handle borders and resize grips
6904
22.7k
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
6905
6906
        // Handle manual resize: Resize Grips, Borders, Gamepad
6907
22.7k
        int border_held = -1;
6908
22.7k
        ImU32 resize_grip_col[4] = {};
6909
22.7k
        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
6910
22.7k
        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6911
22.7k
        if (handle_borders_and_resize_grips && !window->Collapsed)
6912
22.7k
            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
6913
1
                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
6914
22.7k
        window->ResizeBorderHeld = (signed char)border_held;
6915
6916
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
6917
22.7k
        if (window->ViewportOwned)
6918
0
        {
6919
0
            if (!window->Viewport->PlatformRequestMove)
6920
0
                window->Viewport->Pos = window->Pos;
6921
0
            if (!window->Viewport->PlatformRequestResize)
6922
0
                window->Viewport->Size = window->Size;
6923
0
            window->Viewport->UpdateWorkRect();
6924
0
            viewport_rect = window->Viewport->GetMainRect();
6925
0
        }
6926
6927
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
6928
22.7k
        window->ViewportPos = window->Viewport->Pos;
6929
6930
        // SCROLLBAR VISIBILITY
6931
6932
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
6933
22.7k
        if (!window->Collapsed)
6934
22.7k
        {
6935
            // When reading the current size we need to read it after size constraints have been applied.
6936
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
6937
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
6938
22.7k
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
6939
22.7k
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
6940
22.7k
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
6941
22.7k
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
6942
22.7k
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
6943
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
6944
22.7k
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
6945
22.7k
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
6946
22.7k
            if (window->ScrollbarX && !window->ScrollbarY)
6947
836
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
6948
22.7k
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
6949
6950
            // Amend the partially filled window->DecorationXXX values.
6951
22.7k
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
6952
22.7k
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
6953
22.7k
        }
6954
6955
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
6956
        // Update various regions. Variables they depend on should be set above in this function.
6957
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
6958
6959
        // Outer rectangle
6960
        // Not affected by window border size. Used by:
6961
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
6962
        // - Begin() initial clipping rect for drawing window background and borders.
6963
        // - Begin() clipping whole child
6964
22.7k
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
6965
22.7k
        const ImRect outer_rect = window->Rect();
6966
22.7k
        const ImRect title_bar_rect = window->TitleBarRect();
6967
22.7k
        window->OuterRectClipped = outer_rect;
6968
22.7k
        if (window->DockIsActive)
6969
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
6970
22.7k
        window->OuterRectClipped.ClipWith(host_rect);
6971
6972
        // Inner rectangle
6973
        // Not affected by window border size. Used by:
6974
        // - InnerClipRect
6975
        // - ScrollToRectEx()
6976
        // - NavUpdatePageUpPageDown()
6977
        // - Scrollbar()
6978
22.7k
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
6979
22.7k
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
6980
22.7k
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
6981
22.7k
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
6982
6983
        // Inner clipping rectangle.
6984
        // Will extend a little bit outside the normal work region.
6985
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
6986
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
6987
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
6988
        // Affected by window/frame border size. Used by:
6989
        // - Begin() initial clip rect
6990
22.7k
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
6991
22.7k
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
6992
22.7k
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
6993
22.7k
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
6994
22.7k
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
6995
22.7k
        window->InnerClipRect.ClipWithFull(host_rect);
6996
6997
        // Default item width. Make it proportional to window size if window manually resizes
6998
22.7k
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
6999
22.7k
            window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
7000
0
        else
7001
0
            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
7002
7003
        // SCROLLING
7004
7005
        // Lock down maximum scrolling
7006
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7007
        // for right/bottom aligned items without creating a scrollbar.
7008
22.7k
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7009
22.7k
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7010
7011
        // Apply scrolling
7012
22.7k
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7013
22.7k
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7014
22.7k
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7015
7016
        // DRAWING
7017
7018
        // Setup draw list and outer clipping rectangle
7019
22.7k
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7020
22.7k
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7021
22.7k
        PushClipRect(host_rect.Min, host_rect.Max, false);
7022
7023
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7024
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7025
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7026
22.7k
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7027
22.7k
        if (is_undocked_or_docked_visible)
7028
22.7k
        {
7029
22.7k
            bool render_decorations_in_parent = false;
7030
22.7k
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7031
7.58k
            {
7032
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7033
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7034
7.58k
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7035
7.58k
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7036
7.58k
                bool parent_is_empty = parent_window->DrawList->VtxBuffer.Size > 0;
7037
7.58k
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && parent_is_empty && !previous_child_overlapping)
7038
7.58k
                    render_decorations_in_parent = true;
7039
7.58k
            }
7040
22.7k
            if (render_decorations_in_parent)
7041
7.58k
                window->DrawList = parent_window->DrawList;
7042
7043
            // Handle title bar, scrollbar, resize grips and resize borders
7044
22.7k
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7045
22.7k
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7046
22.7k
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7047
7048
22.7k
            if (render_decorations_in_parent)
7049
7.58k
                window->DrawList = &window->DrawListInst;
7050
22.7k
        }
7051
7052
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7053
7054
        // Work rectangle.
7055
        // Affected by window padding and border size. Used by:
7056
        // - Columns() for right-most edge
7057
        // - TreeNode(), CollapsingHeader() for right-most edge
7058
        // - BeginTabBar() for right-most edge
7059
22.7k
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7060
22.7k
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7061
22.7k
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7062
22.7k
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7063
22.7k
        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7064
22.7k
        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7065
22.7k
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7066
22.7k
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7067
22.7k
        window->ParentWorkRect = window->WorkRect;
7068
7069
        // [LEGACY] Content Region
7070
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7071
        // Used by:
7072
        // - Mouse wheel scrolling + many other things
7073
22.7k
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7074
22.7k
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7075
22.7k
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7076
22.7k
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7077
7078
        // Setup drawing context
7079
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7080
22.7k
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7081
22.7k
        window->DC.GroupOffset.x = 0.0f;
7082
22.7k
        window->DC.ColumnsOffset.x = 0.0f;
7083
7084
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7085
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7086
22.7k
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7087
22.7k
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7088
22.7k
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7089
22.7k
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7090
22.7k
        window->DC.CursorPos = window->DC.CursorStartPos;
7091
22.7k
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7092
22.7k
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7093
22.7k
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7094
22.7k
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7095
22.7k
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7096
22.7k
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7097
7098
22.7k
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7099
22.7k
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7100
22.7k
        window->DC.NavLayersActiveMaskNext = 0x00;
7101
22.7k
        window->DC.NavHideHighlightOneFrame = false;
7102
22.7k
        window->DC.NavHasScroll = (window->ScrollMax.y > 0.0f);
7103
7104
22.7k
        window->DC.MenuBarAppending = false;
7105
22.7k
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7106
22.7k
        window->DC.TreeDepth = 0;
7107
22.7k
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7108
22.7k
        window->DC.ChildWindows.resize(0);
7109
22.7k
        window->DC.StateStorage = &window->StateStorage;
7110
22.7k
        window->DC.CurrentColumns = NULL;
7111
22.7k
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7112
22.7k
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7113
7114
22.7k
        window->DC.ItemWidth = window->ItemWidthDefault;
7115
22.7k
        window->DC.TextWrapPos = -1.0f; // disabled
7116
22.7k
        window->DC.ItemWidthStack.resize(0);
7117
22.7k
        window->DC.TextWrapPosStack.resize(0);
7118
7119
22.7k
        if (window->AutoFitFramesX > 0)
7120
2
            window->AutoFitFramesX--;
7121
22.7k
        if (window->AutoFitFramesY > 0)
7122
2
            window->AutoFitFramesY--;
7123
7124
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7125
22.7k
        if (want_focus)
7126
2
        {
7127
2
            FocusWindow(window);
7128
2
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7129
2
        }
7130
7131
        // Close requested by platform window
7132
22.7k
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7133
0
        {
7134
0
            if (!window->DockIsActive || window->DockTabIsVisible)
7135
0
            {
7136
0
                window->Viewport->PlatformRequestClose = false;
7137
0
                g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue.
7138
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' PlatformRequestClose\n", window->Name);
7139
0
                *p_open = false;
7140
0
            }
7141
0
        }
7142
7143
        // Title bar
7144
22.7k
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7145
15.1k
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7146
7147
        // Clear hit test shape every frame
7148
22.7k
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7149
7150
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7151
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7152
        // Maybe we can support CTRL+C on every element?
7153
        /*
7154
        //if (g.NavWindow == window && g.ActiveId == 0)
7155
        if (g.ActiveId == window->MoveId)
7156
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7157
                LogToClipboard();
7158
        */
7159
7160
22.7k
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7161
22.7k
        {
7162
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7163
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7164
22.7k
            if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift))
7165
87
                if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7166
87
                    BeginDockableDragDropSource(window);
7167
7168
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7169
22.7k
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7170
16
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7171
11
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7172
11
                        BeginDockableDragDropTarget(window);
7173
22.7k
        }
7174
7175
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7176
        // This is useful to allow creating context menus on title bar only, etc.
7177
22.7k
        if (window->DockIsActive)
7178
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7179
22.7k
        else
7180
22.7k
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7181
7182
        // [DEBUG]
7183
22.7k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7184
22.7k
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7185
0
            DebugLocateItemResolveWithLastItem();
7186
22.7k
#endif
7187
7188
        // [Test Engine] Register title bar / tab with MoveId.
7189
#ifdef IMGUI_ENABLE_TEST_ENGINE
7190
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7191
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7192
#endif
7193
22.7k
    }
7194
0
    else
7195
0
    {
7196
        // Append
7197
0
        SetCurrentViewport(window, window->Viewport);
7198
0
        SetCurrentWindow(window);
7199
0
    }
7200
7201
22.7k
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7202
22.7k
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7203
7204
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7205
22.7k
    window->WriteAccessed = false;
7206
22.7k
    window->BeginCount++;
7207
22.7k
    g.NextWindowData.ClearFlags();
7208
7209
    // Update visibility
7210
22.7k
    if (first_begin_of_the_frame)
7211
22.7k
    {
7212
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7213
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7214
        // This is analogous to regular windows being hidden from one frame.
7215
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7216
22.7k
        if (window->DockIsActive && !window->DockTabIsVisible)
7217
0
        {
7218
0
            if (window->LastFrameJustFocused == g.FrameCount)
7219
0
                window->HiddenFramesCannotSkipItems = 1;
7220
0
            else
7221
0
                window->HiddenFramesCanSkipItems = 1;
7222
0
        }
7223
7224
22.7k
        if (flags & ImGuiWindowFlags_ChildWindow)
7225
7.58k
        {
7226
            // Child window can be out of sight and have "negative" clip windows.
7227
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7228
7.58k
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
7229
7.58k
            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
7230
7.58k
            {
7231
7.58k
                const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7232
7.58k
                if (!g.LogEnabled && !nav_request)
7233
7.58k
                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7234
441
                        window->HiddenFramesCanSkipItems = 1;
7235
7.58k
            }
7236
7237
            // Hide along with parent or if parent is collapsed
7238
7.58k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7239
0
                window->HiddenFramesCanSkipItems = 1;
7240
7.58k
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7241
1
                window->HiddenFramesCannotSkipItems = 1;
7242
7.58k
        }
7243
7244
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7245
22.7k
        if (style.Alpha <= 0.0f)
7246
0
            window->HiddenFramesCanSkipItems = 1;
7247
7248
        // Update the Hidden flag
7249
22.7k
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7250
22.7k
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7251
7252
        // Disable inputs for requested number of frames
7253
22.7k
        if (window->DisableInputsFrames > 0)
7254
0
        {
7255
0
            window->DisableInputsFrames--;
7256
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7257
0
        }
7258
7259
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7260
22.7k
        bool skip_items = false;
7261
22.7k
        if (window->Collapsed || !window->Active || hidden_regular)
7262
450
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7263
448
                skip_items = true;
7264
22.7k
        window->SkipItems = skip_items;
7265
7266
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7267
22.7k
        if (window->SkipItems)
7268
448
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7269
7270
        // Sanity check: there are two spots which can set Appearing = true
7271
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7272
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7273
22.7k
        if (window->SkipItems && !window->Appearing)
7274
22.7k
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7275
22.7k
    }
7276
7277
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7278
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7279
22.7k
    if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))
7280
0
    {
7281
0
        if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7282
0
        if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7283
0
        return false;
7284
0
    }
7285
7286
22.7k
    return !window->SkipItems;
7287
22.7k
}
7288
7289
void ImGui::End()
7290
22.7k
{
7291
22.7k
    ImGuiContext& g = *GImGui;
7292
22.7k
    ImGuiWindow* window = g.CurrentWindow;
7293
7294
    // Error checking: verify that user hasn't called End() too many times!
7295
22.7k
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7296
0
    {
7297
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7298
0
        return;
7299
0
    }
7300
22.7k
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7301
7302
    // Error checking: verify that user doesn't directly call End() on a child window.
7303
22.7k
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7304
22.7k
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7305
7306
    // Close anything that is open
7307
22.7k
    if (window->DC.CurrentColumns)
7308
0
        EndColumns();
7309
22.7k
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7310
22.7k
        PopClipRect();
7311
22.7k
    PopFocusScope();
7312
7313
    // Stop logging
7314
22.7k
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7315
15.1k
        LogFinish();
7316
7317
22.7k
    if (window->DC.IsSetPos)
7318
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7319
7320
    // Docking: report contents sizes to parent to allow for auto-resize
7321
22.7k
    if (window->DockNode && window->DockTabIsVisible)
7322
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7323
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7324
7325
    // Pop from window stack
7326
22.7k
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7327
22.7k
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7328
0
        g.BeginMenuCount--;
7329
22.7k
    if (window->Flags & ImGuiWindowFlags_Popup)
7330
0
        g.BeginPopupStack.pop_back();
7331
22.7k
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7332
22.7k
    g.CurrentWindowStack.pop_back();
7333
22.7k
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7334
22.7k
    if (g.CurrentWindow)
7335
15.1k
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7336
22.7k
}
7337
7338
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7339
2.26k
{
7340
2.26k
    ImGuiContext& g = *GImGui;
7341
2.26k
    IM_ASSERT(window == window->RootWindow);
7342
7343
2.26k
    const int cur_order = window->FocusOrder;
7344
2.26k
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7345
2.26k
    if (g.WindowsFocusOrder.back() == window)
7346
2.26k
        return;
7347
7348
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7349
0
    for (int n = cur_order; n < new_order; n++)
7350
0
    {
7351
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7352
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7353
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7354
0
    }
7355
0
    g.WindowsFocusOrder[new_order] = window;
7356
0
    window->FocusOrder = (short)new_order;
7357
0
}
7358
7359
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7360
2.26k
{
7361
2.26k
    ImGuiContext& g = *GImGui;
7362
2.26k
    ImGuiWindow* current_front_window = g.Windows.back();
7363
2.26k
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7364
2.26k
        return;
7365
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7366
0
        if (g.Windows[i] == window)
7367
0
        {
7368
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7369
0
            g.Windows[g.Windows.Size - 1] = window;
7370
0
            break;
7371
0
        }
7372
0
}
7373
7374
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7375
0
{
7376
0
    ImGuiContext& g = *GImGui;
7377
0
    if (g.Windows[0] == window)
7378
0
        return;
7379
0
    for (int i = 0; i < g.Windows.Size; i++)
7380
0
        if (g.Windows[i] == window)
7381
0
        {
7382
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7383
0
            g.Windows[0] = window;
7384
0
            break;
7385
0
        }
7386
0
}
7387
7388
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7389
0
{
7390
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7391
0
    ImGuiContext& g = *GImGui;
7392
0
    window = window->RootWindow;
7393
0
    behind_window = behind_window->RootWindow;
7394
0
    int pos_wnd = FindWindowDisplayIndex(window);
7395
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7396
0
    if (pos_wnd < pos_beh)
7397
0
    {
7398
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7399
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7400
0
        g.Windows[pos_beh - 1] = window;
7401
0
    }
7402
0
    else
7403
0
    {
7404
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7405
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7406
0
        g.Windows[pos_beh] = window;
7407
0
    }
7408
0
}
7409
7410
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7411
0
{
7412
0
    ImGuiContext& g = *GImGui;
7413
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7414
0
}
7415
7416
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7417
void ImGui::FocusWindow(ImGuiWindow* window)
7418
6.01k
{
7419
6.01k
    ImGuiContext& g = *GImGui;
7420
7421
6.01k
    if (g.NavWindow != window)
7422
2.20k
    {
7423
2.20k
        SetNavWindow(window);
7424
2.20k
        if (window && g.NavDisableMouseHover)
7425
137
            g.NavMousePosDirty = true;
7426
2.20k
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7427
2.20k
        g.NavLayer = ImGuiNavLayer_Main;
7428
2.20k
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7429
2.20k
        g.NavIdIsAlive = false;
7430
7431
        // Close popups if any
7432
2.20k
        ClosePopupsOverWindow(window, false);
7433
2.20k
    }
7434
7435
    // Move the root window to the top of the pile
7436
6.01k
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7437
6.01k
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7438
6.01k
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7439
6.01k
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7440
6.01k
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7441
7442
    // Steal active widgets. Some of the cases it triggers includes:
7443
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7444
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7445
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7446
6.01k
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7447
46
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7448
26
            ClearActiveID();
7449
7450
    // Passing NULL allow to disable keyboard focus
7451
6.01k
    if (!window)
7452
3.75k
        return;
7453
2.26k
    window->LastFrameJustFocused = g.FrameCount;
7454
7455
    // Select in dock node
7456
2.26k
    if (dock_node && dock_node->TabBar)
7457
0
        dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7458
7459
    // Bring to front
7460
2.26k
    BringWindowToFocusFront(focus_front_window);
7461
2.26k
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7462
2.26k
        BringWindowToDisplayFront(display_front_window);
7463
2.26k
}
7464
7465
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window)
7466
0
{
7467
0
    ImGuiContext& g = *GImGui;
7468
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7469
0
    if (under_this_window != NULL)
7470
0
    {
7471
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7472
0
        int offset = -1;
7473
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7474
0
        {
7475
0
            under_this_window = under_this_window->ParentWindow;
7476
0
            offset = 0;
7477
0
        }
7478
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7479
0
    }
7480
0
    for (int i = start_idx; i >= 0; i--)
7481
0
    {
7482
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7483
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7484
0
        IM_ASSERT(window == window->RootWindow);
7485
0
        if (window != ignore_window && window->WasActive)
7486
0
            if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7487
0
            {
7488
                // FIXME-DOCK: This is failing (lagging by one frame) for docked windows.
7489
                // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7490
                // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7491
                // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7492
0
                ImGuiWindow* focus_window = NavRestoreLastChildNavWindow(window);
7493
0
                FocusWindow(focus_window);
7494
0
                return;
7495
0
            }
7496
0
    }
7497
0
    FocusWindow(NULL);
7498
0
}
7499
7500
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7501
void ImGui::SetCurrentFont(ImFont* font)
7502
7.58k
{
7503
7.58k
    ImGuiContext& g = *GImGui;
7504
7.58k
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7505
7.58k
    IM_ASSERT(font->Scale > 0.0f);
7506
7.58k
    g.Font = font;
7507
7.58k
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7508
7.58k
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7509
7510
7.58k
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7511
7.58k
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7512
7.58k
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7513
7.58k
    g.DrawListSharedData.Font = g.Font;
7514
7.58k
    g.DrawListSharedData.FontSize = g.FontSize;
7515
7.58k
}
7516
7517
void ImGui::PushFont(ImFont* font)
7518
0
{
7519
0
    ImGuiContext& g = *GImGui;
7520
0
    if (!font)
7521
0
        font = GetDefaultFont();
7522
0
    SetCurrentFont(font);
7523
0
    g.FontStack.push_back(font);
7524
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7525
0
}
7526
7527
void  ImGui::PopFont()
7528
0
{
7529
0
    ImGuiContext& g = *GImGui;
7530
0
    g.CurrentWindow->DrawList->PopTextureID();
7531
0
    g.FontStack.pop_back();
7532
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7533
0
}
7534
7535
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7536
7.58k
{
7537
7.58k
    ImGuiContext& g = *GImGui;
7538
7.58k
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7539
7.58k
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7540
7.58k
    if (enabled)
7541
0
        item_flags |= option;
7542
7.58k
    else
7543
7.58k
        item_flags &= ~option;
7544
7.58k
    g.CurrentItemFlags = item_flags;
7545
7.58k
    g.ItemFlagsStack.push_back(item_flags);
7546
7.58k
}
7547
7548
void ImGui::PopItemFlag()
7549
7.58k
{
7550
7.58k
    ImGuiContext& g = *GImGui;
7551
7.58k
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7552
7.58k
    g.ItemFlagsStack.pop_back();
7553
7.58k
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7554
7.58k
}
7555
7556
// BeginDisabled()/EndDisabled()
7557
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7558
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7559
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7560
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7561
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7562
void ImGui::BeginDisabled(bool disabled)
7563
0
{
7564
0
    ImGuiContext& g = *GImGui;
7565
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7566
0
    if (!was_disabled && disabled)
7567
0
    {
7568
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7569
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7570
0
    }
7571
0
    if (was_disabled || disabled)
7572
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7573
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7574
0
    g.DisabledStackSize++;
7575
0
}
7576
7577
void ImGui::EndDisabled()
7578
0
{
7579
0
    ImGuiContext& g = *GImGui;
7580
0
    IM_ASSERT(g.DisabledStackSize > 0);
7581
0
    g.DisabledStackSize--;
7582
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7583
    //PopItemFlag();
7584
0
    g.ItemFlagsStack.pop_back();
7585
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7586
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7587
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7588
0
}
7589
7590
void ImGui::PushTabStop(bool tab_stop)
7591
7.58k
{
7592
7.58k
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7593
7.58k
}
7594
7595
void ImGui::PopTabStop()
7596
7.58k
{
7597
7.58k
    PopItemFlag();
7598
7.58k
}
7599
7600
void ImGui::PushButtonRepeat(bool repeat)
7601
0
{
7602
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7603
0
}
7604
7605
void ImGui::PopButtonRepeat()
7606
0
{
7607
0
    PopItemFlag();
7608
0
}
7609
7610
void ImGui::PushTextWrapPos(float wrap_pos_x)
7611
0
{
7612
0
    ImGuiWindow* window = GetCurrentWindow();
7613
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7614
0
    window->DC.TextWrapPos = wrap_pos_x;
7615
0
}
7616
7617
void ImGui::PopTextWrapPos()
7618
0
{
7619
0
    ImGuiWindow* window = GetCurrentWindow();
7620
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7621
0
    window->DC.TextWrapPosStack.pop_back();
7622
0
}
7623
7624
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7625
0
{
7626
0
    ImGuiWindow* last_window = NULL;
7627
0
    while (last_window != window)
7628
0
    {
7629
0
        last_window = window;
7630
0
        window = window->RootWindow;
7631
0
        if (popup_hierarchy)
7632
0
            window = window->RootWindowPopupTree;
7633
0
    if (dock_hierarchy)
7634
0
      window = window->RootWindowDockTree;
7635
0
  }
7636
0
    return window;
7637
0
}
7638
7639
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7640
0
{
7641
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7642
0
    if (window_root == potential_parent)
7643
0
        return true;
7644
0
    while (window != NULL)
7645
0
    {
7646
0
        if (window == potential_parent)
7647
0
            return true;
7648
0
        if (window == window_root) // end of chain
7649
0
            return false;
7650
0
        window = window->ParentWindow;
7651
0
    }
7652
0
    return false;
7653
0
}
7654
7655
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7656
0
{
7657
0
    if (window->RootWindow == potential_parent)
7658
0
        return true;
7659
0
    while (window != NULL)
7660
0
    {
7661
0
        if (window == potential_parent)
7662
0
            return true;
7663
0
        window = window->ParentWindowInBeginStack;
7664
0
    }
7665
0
    return false;
7666
0
}
7667
7668
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
7669
0
{
7670
0
    ImGuiContext& g = *GImGui;
7671
7672
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
7673
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
7674
0
    if (display_layer_delta != 0)
7675
0
        return display_layer_delta > 0;
7676
7677
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
7678
0
    {
7679
0
        ImGuiWindow* candidate_window = g.Windows[i];
7680
0
        if (candidate_window == potential_above)
7681
0
            return true;
7682
0
        if (candidate_window == potential_below)
7683
0
            return false;
7684
0
    }
7685
0
    return false;
7686
0
}
7687
7688
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
7689
11.2k
{
7690
11.2k
    IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0);   // Flags not supported by this function
7691
11.2k
    ImGuiContext& g = *GImGui;
7692
11.2k
    ImGuiWindow* ref_window = g.HoveredWindow;
7693
11.2k
    ImGuiWindow* cur_window = g.CurrentWindow;
7694
11.2k
    if (ref_window == NULL)
7695
10.8k
        return false;
7696
7697
444
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
7698
444
    {
7699
444
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
7700
444
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
7701
444
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
7702
444
        if (flags & ImGuiHoveredFlags_RootWindow)
7703
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7704
7705
444
        bool result;
7706
444
        if (flags & ImGuiHoveredFlags_ChildWindows)
7707
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7708
444
        else
7709
444
            result = (ref_window == cur_window);
7710
444
        if (!result)
7711
444
            return false;
7712
444
    }
7713
7714
0
    if (!IsWindowContentHoverable(ref_window, flags))
7715
0
        return false;
7716
0
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
7717
0
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
7718
0
            return false;
7719
0
    return true;
7720
0
}
7721
7722
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
7723
14.8k
{
7724
14.8k
    ImGuiContext& g = *GImGui;
7725
14.8k
    ImGuiWindow* ref_window = g.NavWindow;
7726
14.8k
    ImGuiWindow* cur_window = g.CurrentWindow;
7727
7728
14.8k
    if (ref_window == NULL)
7729
6.66k
        return false;
7730
8.21k
    if (flags & ImGuiFocusedFlags_AnyWindow)
7731
0
        return true;
7732
7733
8.21k
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
7734
8.21k
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
7735
8.21k
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
7736
8.21k
    if (flags & ImGuiHoveredFlags_RootWindow)
7737
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7738
7739
8.21k
    if (flags & ImGuiHoveredFlags_ChildWindows)
7740
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7741
8.21k
    else
7742
8.21k
        return (ref_window == cur_window);
7743
8.21k
}
7744
7745
ImGuiID ImGui::GetWindowDockID()
7746
0
{
7747
0
    ImGuiContext& g = *GImGui;
7748
0
    return g.CurrentWindow->DockId;
7749
0
}
7750
7751
bool ImGui::IsWindowDocked()
7752
0
{
7753
0
    ImGuiContext& g = *GImGui;
7754
0
    return g.CurrentWindow->DockIsActive;
7755
0
}
7756
7757
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
7758
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
7759
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
7760
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
7761
0
{
7762
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
7763
0
}
7764
7765
float ImGui::GetWindowWidth()
7766
2.06k
{
7767
2.06k
    ImGuiWindow* window = GImGui->CurrentWindow;
7768
2.06k
    return window->Size.x;
7769
2.06k
}
7770
7771
float ImGui::GetWindowHeight()
7772
2.10k
{
7773
2.10k
    ImGuiWindow* window = GImGui->CurrentWindow;
7774
2.10k
    return window->Size.y;
7775
2.10k
}
7776
7777
ImVec2 ImGui::GetWindowPos()
7778
0
{
7779
0
    ImGuiContext& g = *GImGui;
7780
0
    ImGuiWindow* window = g.CurrentWindow;
7781
0
    return window->Pos;
7782
0
}
7783
7784
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
7785
14
{
7786
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7787
14
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
7788
0
        return;
7789
7790
14
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7791
14
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7792
14
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
7793
7794
    // Set
7795
14
    const ImVec2 old_pos = window->Pos;
7796
14
    window->Pos = ImFloor(pos);
7797
14
    ImVec2 offset = window->Pos - old_pos;
7798
14
    if (offset.x == 0.0f && offset.y == 0.0f)
7799
0
        return;
7800
14
    MarkIniSettingsDirty(window);
7801
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
7802
14
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
7803
14
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
7804
14
    window->DC.IdealMaxPos += offset;
7805
14
    window->DC.CursorStartPos += offset;
7806
14
}
7807
7808
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
7809
0
{
7810
0
    ImGuiWindow* window = GetCurrentWindowRead();
7811
0
    SetWindowPos(window, pos, cond);
7812
0
}
7813
7814
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
7815
0
{
7816
0
    if (ImGuiWindow* window = FindWindowByName(name))
7817
0
        SetWindowPos(window, pos, cond);
7818
0
}
7819
7820
ImVec2 ImGui::GetWindowSize()
7821
0
{
7822
0
    ImGuiWindow* window = GetCurrentWindowRead();
7823
0
    return window->Size;
7824
0
}
7825
7826
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
7827
15.1k
{
7828
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7829
15.1k
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
7830
7.58k
        return;
7831
7832
7.58k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7833
7.58k
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7834
7835
    // Set
7836
7.58k
    ImVec2 old_size = window->SizeFull;
7837
7.58k
    window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
7838
7.58k
    window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
7839
7.58k
    if (size.x <= 0.0f)
7840
0
        window->AutoFitOnlyGrows = false;
7841
7.58k
    else
7842
7.58k
        window->SizeFull.x = IM_FLOOR(size.x);
7843
7.58k
    if (size.y <= 0.0f)
7844
0
        window->AutoFitOnlyGrows = false;
7845
7.58k
    else
7846
7.58k
        window->SizeFull.y = IM_FLOOR(size.y);
7847
7.58k
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
7848
3.33k
        MarkIniSettingsDirty(window);
7849
7.58k
}
7850
7851
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
7852
0
{
7853
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
7854
0
}
7855
7856
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
7857
0
{
7858
0
    if (ImGuiWindow* window = FindWindowByName(name))
7859
0
        SetWindowSize(window, size, cond);
7860
0
}
7861
7862
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
7863
0
{
7864
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7865
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
7866
0
        return;
7867
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7868
7869
    // Set
7870
0
    window->Collapsed = collapsed;
7871
0
}
7872
7873
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
7874
0
{
7875
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
7876
0
    window->HitTestHoleSize = ImVec2ih(size);
7877
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
7878
0
}
7879
7880
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
7881
0
{
7882
0
    window->Hidden = window->SkipItems = true;
7883
0
    window->HiddenFramesCanSkipItems = 1;
7884
0
}
7885
7886
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
7887
0
{
7888
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
7889
0
}
7890
7891
bool ImGui::IsWindowCollapsed()
7892
0
{
7893
0
    ImGuiWindow* window = GetCurrentWindowRead();
7894
0
    return window->Collapsed;
7895
0
}
7896
7897
bool ImGui::IsWindowAppearing()
7898
0
{
7899
0
    ImGuiWindow* window = GetCurrentWindowRead();
7900
0
    return window->Appearing;
7901
0
}
7902
7903
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
7904
0
{
7905
0
    if (ImGuiWindow* window = FindWindowByName(name))
7906
0
        SetWindowCollapsed(window, collapsed, cond);
7907
0
}
7908
7909
void ImGui::SetWindowFocus()
7910
2.06k
{
7911
2.06k
    FocusWindow(GImGui->CurrentWindow);
7912
2.06k
}
7913
7914
void ImGui::SetWindowFocus(const char* name)
7915
0
{
7916
0
    if (name)
7917
0
    {
7918
0
        if (ImGuiWindow* window = FindWindowByName(name))
7919
0
            FocusWindow(window);
7920
0
    }
7921
0
    else
7922
0
    {
7923
0
        FocusWindow(NULL);
7924
0
    }
7925
0
}
7926
7927
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
7928
0
{
7929
0
    ImGuiContext& g = *GImGui;
7930
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7931
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
7932
0
    g.NextWindowData.PosVal = pos;
7933
0
    g.NextWindowData.PosPivotVal = pivot;
7934
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
7935
0
    g.NextWindowData.PosUndock = true;
7936
0
}
7937
7938
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
7939
15.1k
{
7940
15.1k
    ImGuiContext& g = *GImGui;
7941
15.1k
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7942
15.1k
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
7943
15.1k
    g.NextWindowData.SizeVal = size;
7944
15.1k
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
7945
15.1k
}
7946
7947
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
7948
0
{
7949
0
    ImGuiContext& g = *GImGui;
7950
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
7951
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
7952
0
    g.NextWindowData.SizeCallback = custom_callback;
7953
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
7954
0
}
7955
7956
// Content size = inner scrollable rectangle, padded with WindowPadding.
7957
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
7958
void ImGui::SetNextWindowContentSize(const ImVec2& size)
7959
0
{
7960
0
    ImGuiContext& g = *GImGui;
7961
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
7962
0
    g.NextWindowData.ContentSizeVal = ImFloor(size);
7963
0
}
7964
7965
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
7966
0
{
7967
0
    ImGuiContext& g = *GImGui;
7968
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
7969
0
    g.NextWindowData.ScrollVal = scroll;
7970
0
}
7971
7972
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
7973
0
{
7974
0
    ImGuiContext& g = *GImGui;
7975
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7976
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
7977
0
    g.NextWindowData.CollapsedVal = collapsed;
7978
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
7979
0
}
7980
7981
void ImGui::SetNextWindowFocus()
7982
0
{
7983
0
    ImGuiContext& g = *GImGui;
7984
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
7985
0
}
7986
7987
void ImGui::SetNextWindowBgAlpha(float alpha)
7988
0
{
7989
0
    ImGuiContext& g = *GImGui;
7990
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
7991
0
    g.NextWindowData.BgAlphaVal = alpha;
7992
0
}
7993
7994
void ImGui::SetNextWindowViewport(ImGuiID id)
7995
0
{
7996
0
    ImGuiContext& g = *GImGui;
7997
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
7998
0
    g.NextWindowData.ViewportId = id;
7999
0
}
8000
8001
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8002
0
{
8003
0
    ImGuiContext& g = *GImGui;
8004
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8005
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8006
0
    g.NextWindowData.DockId = id;
8007
0
}
8008
8009
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8010
0
{
8011
0
    ImGuiContext& g = *GImGui;
8012
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8013
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8014
0
    g.NextWindowData.WindowClass = *window_class;
8015
0
}
8016
8017
ImDrawList* ImGui::GetWindowDrawList()
8018
7.58k
{
8019
7.58k
    ImGuiWindow* window = GetCurrentWindow();
8020
7.58k
    return window->DrawList;
8021
7.58k
}
8022
8023
float ImGui::GetWindowDpiScale()
8024
0
{
8025
0
    ImGuiContext& g = *GImGui;
8026
0
    return g.CurrentDpiScale;
8027
0
}
8028
8029
ImGuiViewport* ImGui::GetWindowViewport()
8030
0
{
8031
0
    ImGuiContext& g = *GImGui;
8032
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8033
0
    return g.CurrentViewport;
8034
0
}
8035
8036
ImFont* ImGui::GetFont()
8037
29.6M
{
8038
29.6M
    return GImGui->Font;
8039
29.6M
}
8040
8041
float ImGui::GetFontSize()
8042
29.6M
{
8043
29.6M
    return GImGui->FontSize;
8044
29.6M
}
8045
8046
ImVec2 ImGui::GetFontTexUvWhitePixel()
8047
0
{
8048
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8049
0
}
8050
8051
void ImGui::SetWindowFontScale(float scale)
8052
0
{
8053
0
    IM_ASSERT(scale > 0.0f);
8054
0
    ImGuiContext& g = *GImGui;
8055
0
    ImGuiWindow* window = GetCurrentWindow();
8056
0
    window->FontWindowScale = scale;
8057
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8058
0
}
8059
8060
void ImGui::ActivateItem(ImGuiID id)
8061
0
{
8062
0
    ImGuiContext& g = *GImGui;
8063
0
    g.NavNextActivateId = id;
8064
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8065
0
}
8066
8067
void ImGui::PushFocusScope(ImGuiID id)
8068
22.7k
{
8069
22.7k
    ImGuiContext& g = *GImGui;
8070
22.7k
    g.FocusScopeStack.push_back(id);
8071
22.7k
    g.CurrentFocusScopeId = id;
8072
22.7k
}
8073
8074
void ImGui::PopFocusScope()
8075
22.7k
{
8076
22.7k
    ImGuiContext& g = *GImGui;
8077
22.7k
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8078
22.7k
    g.FocusScopeStack.pop_back();
8079
22.7k
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8080
22.7k
}
8081
8082
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8083
void ImGui::SetKeyboardFocusHere(int offset)
8084
0
{
8085
0
    ImGuiContext& g = *GImGui;
8086
0
    ImGuiWindow* window = g.CurrentWindow;
8087
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8088
0
    IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8089
8090
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8091
    // When we refactor this function into ActivateItem() we may want to make this an option.
8092
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8093
    // is also automatically dropped in the event g.ActiveId is stolen.
8094
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8095
0
    {
8096
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8097
0
        return;
8098
0
    }
8099
8100
0
    SetNavWindow(window);
8101
8102
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8103
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8104
0
    if (offset == -1)
8105
0
    {
8106
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8107
0
    }
8108
0
    else
8109
0
    {
8110
0
        g.NavTabbingDir = 1;
8111
0
        g.NavTabbingCounter = offset + 1;
8112
0
    }
8113
0
}
8114
8115
void ImGui::SetItemDefaultFocus()
8116
0
{
8117
0
    ImGuiContext& g = *GImGui;
8118
0
    ImGuiWindow* window = g.CurrentWindow;
8119
0
    if (!window->Appearing)
8120
0
        return;
8121
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8122
0
        return;
8123
8124
0
    g.NavInitRequest = false;
8125
0
    g.NavInitResultId = g.LastItemData.ID;
8126
0
    g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect);
8127
0
    NavUpdateAnyRequestFlag();
8128
8129
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8130
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8131
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8132
0
}
8133
8134
void ImGui::SetStateStorage(ImGuiStorage* tree)
8135
0
{
8136
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8137
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8138
0
}
8139
8140
ImGuiStorage* ImGui::GetStateStorage()
8141
0
{
8142
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8143
0
    return window->DC.StateStorage;
8144
0
}
8145
8146
void ImGui::PushID(const char* str_id)
8147
7.57k
{
8148
7.57k
    ImGuiContext& g = *GImGui;
8149
7.57k
    ImGuiWindow* window = g.CurrentWindow;
8150
7.57k
    ImGuiID id = window->GetID(str_id);
8151
7.57k
    window->IDStack.push_back(id);
8152
7.57k
}
8153
8154
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8155
0
{
8156
0
    ImGuiContext& g = *GImGui;
8157
0
    ImGuiWindow* window = g.CurrentWindow;
8158
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8159
0
    window->IDStack.push_back(id);
8160
0
}
8161
8162
void ImGui::PushID(const void* ptr_id)
8163
0
{
8164
0
    ImGuiContext& g = *GImGui;
8165
0
    ImGuiWindow* window = g.CurrentWindow;
8166
0
    ImGuiID id = window->GetID(ptr_id);
8167
0
    window->IDStack.push_back(id);
8168
0
}
8169
8170
void ImGui::PushID(int int_id)
8171
0
{
8172
0
    ImGuiContext& g = *GImGui;
8173
0
    ImGuiWindow* window = g.CurrentWindow;
8174
0
    ImGuiID id = window->GetID(int_id);
8175
0
    window->IDStack.push_back(id);
8176
0
}
8177
8178
// Push a given id value ignoring the ID stack as a seed.
8179
void ImGui::PushOverrideID(ImGuiID id)
8180
0
{
8181
0
    ImGuiContext& g = *GImGui;
8182
0
    ImGuiWindow* window = g.CurrentWindow;
8183
0
    if (g.DebugHookIdInfo == id)
8184
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8185
0
    window->IDStack.push_back(id);
8186
0
}
8187
8188
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8189
// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.
8190
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8191
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8192
0
{
8193
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8194
0
    ImGuiContext& g = *GImGui;
8195
0
    if (g.DebugHookIdInfo == id)
8196
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8197
0
    return id;
8198
0
}
8199
8200
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8201
0
{
8202
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8203
0
    ImGuiContext& g = *GImGui;
8204
0
    if (g.DebugHookIdInfo == id)
8205
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8206
0
    return id;
8207
0
}
8208
8209
void ImGui::PopID()
8210
7.57k
{
8211
7.57k
    ImGuiWindow* window = GImGui->CurrentWindow;
8212
7.57k
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8213
7.57k
    window->IDStack.pop_back();
8214
7.57k
}
8215
8216
ImGuiID ImGui::GetID(const char* str_id)
8217
0
{
8218
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8219
0
    return window->GetID(str_id);
8220
0
}
8221
8222
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8223
0
{
8224
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8225
0
    return window->GetID(str_id_begin, str_id_end);
8226
0
}
8227
8228
ImGuiID ImGui::GetID(const void* ptr_id)
8229
0
{
8230
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8231
0
    return window->GetID(ptr_id);
8232
0
}
8233
8234
bool ImGui::IsRectVisible(const ImVec2& size)
8235
0
{
8236
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8237
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8238
0
}
8239
8240
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8241
0
{
8242
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8243
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8244
0
}
8245
8246
8247
//-----------------------------------------------------------------------------
8248
// [SECTION] INPUTS
8249
//-----------------------------------------------------------------------------
8250
// - GetKeyData() [Internal]
8251
// - GetKeyIndex() [Internal]
8252
// - GetKeyName()
8253
// - GetKeyChordName() [Internal]
8254
// - CalcTypematicRepeatAmount() [Internal]
8255
// - GetTypematicRepeatRate() [Internal]
8256
// - GetKeyPressedAmount() [Internal]
8257
// - GetKeyMagnitude2d() [Internal]
8258
//-----------------------------------------------------------------------------
8259
// - UpdateKeyRoutingTable() [Internal]
8260
// - GetRoutingIdFromOwnerId() [Internal]
8261
// - GetShortcutRoutingData() [Internal]
8262
// - CalcRoutingScore() [Internal]
8263
// - SetShortcutRouting() [Internal]
8264
// - TestShortcutRouting() [Internal]
8265
//-----------------------------------------------------------------------------
8266
// - IsKeyDown()
8267
// - IsKeyPressed()
8268
// - IsKeyReleased()
8269
//-----------------------------------------------------------------------------
8270
// - IsMouseDown()
8271
// - IsMouseClicked()
8272
// - IsMouseReleased()
8273
// - IsMouseDoubleClicked()
8274
// - GetMouseClickedCount()
8275
// - IsMouseHoveringRect() [Internal]
8276
// - IsMouseDragPastThreshold() [Internal]
8277
// - IsMouseDragging()
8278
// - GetMousePos()
8279
// - GetMousePosOnOpeningCurrentPopup()
8280
// - IsMousePosValid()
8281
// - IsAnyMouseDown()
8282
// - GetMouseDragDelta()
8283
// - ResetMouseDragDelta()
8284
// - GetMouseCursor()
8285
// - SetMouseCursor()
8286
//-----------------------------------------------------------------------------
8287
// - UpdateAliasKey()
8288
// - GetMergedModsFromKeys()
8289
// - UpdateKeyboardInputs()
8290
// - UpdateMouseInputs()
8291
//-----------------------------------------------------------------------------
8292
// - LockWheelingWindow [Internal]
8293
// - FindBestWheelingWindow [Internal]
8294
// - UpdateMouseWheel() [Internal]
8295
//-----------------------------------------------------------------------------
8296
// - SetNextFrameWantCaptureKeyboard()
8297
// - SetNextFrameWantCaptureMouse()
8298
//-----------------------------------------------------------------------------
8299
// - GetInputSourceName() [Internal]
8300
// - DebugPrintInputEvent() [Internal]
8301
// - UpdateInputEvents() [Internal]
8302
//-----------------------------------------------------------------------------
8303
// - GetKeyOwner() [Internal]
8304
// - TestKeyOwner() [Internal]
8305
// - SetKeyOwner() [Internal]
8306
// - SetItemKeyOwner() [Internal]
8307
// - Shortcut() [Internal]
8308
//-----------------------------------------------------------------------------
8309
8310
ImGuiKeyData* ImGui::GetKeyData(ImGuiKey key)
8311
270k
{
8312
270k
    ImGuiContext& g = *GImGui;
8313
8314
    // Special storage location for mods
8315
270k
    if (key & ImGuiMod_Mask_)
8316
68.2k
        key = ConvertSingleModFlagToKey(key);
8317
8318
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8319
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8320
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8321
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8322
#else
8323
270k
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8324
270k
#endif
8325
270k
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8326
270k
}
8327
8328
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8329
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8330
{
8331
    ImGuiContext& g = *GImGui;
8332
    IM_ASSERT(IsNamedKey(key));
8333
    const ImGuiKeyData* key_data = GetKeyData(key);
8334
    return (ImGuiKey)(key_data - g.IO.KeysData);
8335
}
8336
#endif
8337
8338
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8339
static const char* const GKeyNames[] =
8340
{
8341
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8342
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8343
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8344
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8345
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8346
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8347
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8348
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8349
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8350
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8351
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8352
    "GamepadStart", "GamepadBack",
8353
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8354
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8355
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8356
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8357
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8358
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8359
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8360
};
8361
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8362
8363
const char* ImGui::GetKeyName(ImGuiKey key)
8364
0
{
8365
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8366
0
    IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8367
#else
8368
    if (IsLegacyKey(key))
8369
    {
8370
        ImGuiIO& io = GetIO();
8371
        if (io.KeyMap[key] == -1)
8372
            return "N/A";
8373
        IM_ASSERT(IsNamedKey((ImGuiKey)io.KeyMap[key]));
8374
        key = (ImGuiKey)io.KeyMap[key];
8375
    }
8376
#endif
8377
0
    if (key == ImGuiKey_None)
8378
0
        return "None";
8379
0
    if (key & ImGuiMod_Mask_)
8380
0
        key = ConvertSingleModFlagToKey(key);
8381
0
    if (!IsNamedKey(key))
8382
0
        return "Unknown";
8383
8384
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8385
0
}
8386
8387
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8388
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8389
0
{
8390
0
    ImGuiContext& g = *GImGui;
8391
0
    if (key_chord & ImGuiMod_Shortcut)
8392
0
        key_chord = ConvertShortcutMod(key_chord);
8393
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8394
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8395
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8396
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8397
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8398
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8399
0
}
8400
8401
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8402
// t1 = current time (e.g.: g.Time)
8403
// An event is triggered at:
8404
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8405
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8406
754
{
8407
754
    if (t1 == 0.0f)
8408
0
        return 1;
8409
754
    if (t0 >= t1)
8410
0
        return 0;
8411
754
    if (repeat_rate <= 0.0f)
8412
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8413
754
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8414
754
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8415
754
    const int count = count_t1 - count_t0;
8416
754
    return count;
8417
754
}
8418
8419
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8420
1.98k
{
8421
1.98k
    ImGuiContext& g = *GImGui;
8422
1.98k
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8423
1.98k
    {
8424
388
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8425
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8426
1.59k
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8427
1.98k
    }
8428
1.98k
}
8429
8430
// Return value representing the number of presses in the last time period, for the given repeat rate
8431
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8432
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8433
754
{
8434
754
    ImGuiContext& g = *GImGui;
8435
754
    const ImGuiKeyData* key_data = GetKeyData(key);
8436
754
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8437
0
        return 0;
8438
754
    const float t = key_data->DownDuration;
8439
754
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8440
754
}
8441
8442
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8443
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8444
0
{
8445
0
    return ImVec2(
8446
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8447
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8448
0
}
8449
8450
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8451
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8452
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8453
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8454
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8455
7.58k
{
8456
7.58k
    ImGuiContext& g = *GImGui;
8457
7.58k
    rt->EntriesNext.resize(0);
8458
1.06M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8459
1.06M
    {
8460
1.06M
        const int new_routing_start_idx = rt->EntriesNext.Size;
8461
1.06M
        ImGuiKeyRoutingData* routing_entry;
8462
1.06M
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8463
0
        {
8464
0
            routing_entry = &rt->Entries[old_routing_idx];
8465
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8466
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8467
0
            routing_entry->RoutingNextScore = 255;
8468
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8469
0
                continue;
8470
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8471
8472
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8473
0
            if (routing_entry->Mods == g.IO.KeyMods)
8474
0
            {
8475
0
                ImGuiKeyOwnerData* owner_data = ImGui::GetKeyOwnerData(key);
8476
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8477
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8478
0
            }
8479
0
        }
8480
8481
        // Rewrite linked-list
8482
1.06M
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8483
1.06M
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8484
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8485
1.06M
    }
8486
7.58k
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8487
7.58k
}
8488
8489
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8490
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8491
0
{
8492
0
    ImGuiContext& g = *GImGui;
8493
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8494
0
}
8495
8496
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8497
0
{
8498
    // Majority of shortcuts will be Key + any number of Mods
8499
    // We accept _Single_ mod with ImGuiKey_None.
8500
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8501
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8502
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8503
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8504
0
    ImGuiContext& g = *GImGui;
8505
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8506
0
    ImGuiKeyRoutingData* routing_data;
8507
0
    if (key_chord & ImGuiMod_Shortcut)
8508
0
        key_chord = ConvertShortcutMod(key_chord);
8509
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8510
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8511
0
    if (key == ImGuiKey_None)
8512
0
        key = ConvertSingleModFlagToKey(mods);
8513
0
    IM_ASSERT(IsNamedKey(key));
8514
8515
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8516
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8517
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8518
0
    {
8519
0
        routing_data = &rt->Entries[idx];
8520
0
        if (routing_data->Mods == mods)
8521
0
            return routing_data;
8522
0
    }
8523
8524
    // Add to linked-list
8525
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8526
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8527
0
    routing_data = &rt->Entries[routing_data_idx];
8528
0
    routing_data->Mods = (ImU16)mods;
8529
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8530
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8531
0
    return routing_data;
8532
0
}
8533
8534
// Current score encoding (lower is highest priority):
8535
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8536
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8537
//  -   2: ImGuiInputFlags_RouteGlobal
8538
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8539
//  - 254: ImGuiInputFlags_RouteGlobalLow
8540
//  - 255: never route
8541
// 'flags' should include an explicit routing policy
8542
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8543
0
{
8544
0
    if (flags & ImGuiInputFlags_RouteFocused)
8545
0
    {
8546
0
        ImGuiContext& g = *GImGui;
8547
0
        ImGuiWindow* focused = g.NavWindow;
8548
8549
        // ActiveID gets top priority
8550
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8551
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8552
0
            return 1;
8553
8554
        // Score based on distance to focused window (lower is better)
8555
        // Assuming both windows are submitting a routing request,
8556
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8557
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8558
        // Assuming only WindowA is submitting a routing request,
8559
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8560
0
        if (focused != NULL && focused->RootWindow == location->RootWindow)
8561
0
            for (int next_score = 3; focused != NULL; next_score++)
8562
0
            {
8563
0
                if (focused == location)
8564
0
                {
8565
0
                    IM_ASSERT(next_score < 255);
8566
0
                    return next_score;
8567
0
                }
8568
0
                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8569
0
            }
8570
0
        return 255;
8571
0
    }
8572
8573
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8574
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8575
0
        return 2;
8576
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8577
0
        return 254;
8578
0
    return 0;
8579
0
}
8580
8581
// Request a desired route for an input chord (key + mods).
8582
// Return true if the route is available this frame.
8583
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8584
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8585
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8586
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8587
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8588
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8589
15.1k
{
8590
15.1k
    ImGuiContext& g = *GImGui;
8591
15.1k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8592
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8593
15.1k
    else
8594
15.1k
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8595
8596
15.1k
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8597
0
        if (g.NavWindow == NULL)
8598
0
            return false;
8599
15.1k
    if (flags & ImGuiInputFlags_RouteAlways)
8600
15.1k
        return true;
8601
8602
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8603
0
    if (score == 255)
8604
0
        return false;
8605
8606
    // Submit routing for NEXT frame (assuming score is sufficient)
8607
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8608
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8609
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8610
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
8611
0
    if (score < routing_data->RoutingNextScore)
8612
0
    {
8613
0
        routing_data->RoutingNext = routing_id;
8614
0
        routing_data->RoutingNextScore = (ImU8)score;
8615
0
    }
8616
8617
    // Return routing state for CURRENT frame
8618
0
    return routing_data->RoutingCurr == routing_id;
8619
0
}
8620
8621
// Currently unused by core (but used by tests)
8622
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
8623
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
8624
0
{
8625
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8626
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
8627
0
    return routing_data->RoutingCurr == routing_id;
8628
0
}
8629
8630
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
8631
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
8632
bool ImGui::IsKeyDown(ImGuiKey key)
8633
114k
{
8634
114k
    return IsKeyDown(key, ImGuiKeyOwner_Any);
8635
114k
}
8636
8637
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
8638
122k
{
8639
122k
    const ImGuiKeyData* key_data = GetKeyData(key);
8640
122k
    if (!key_data->Down)
8641
120k
        return false;
8642
1.61k
    if (!TestKeyOwner(key, owner_id))
8643
0
        return false;
8644
1.61k
    return true;
8645
1.61k
}
8646
8647
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
8648
49.7k
{
8649
49.7k
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8650
49.7k
}
8651
8652
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
8653
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
8654
93.6k
{
8655
93.6k
    const ImGuiKeyData* key_data = GetKeyData(key);
8656
93.6k
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8657
91.2k
        return false;
8658
2.35k
    const float t = key_data->DownDuration;
8659
2.35k
    if (t < 0.0f)
8660
0
        return false;
8661
2.35k
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8662
8663
2.35k
    bool pressed = (t == 0.0f);
8664
2.35k
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
8665
1.98k
    {
8666
1.98k
        float repeat_delay, repeat_rate;
8667
1.98k
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
8668
1.98k
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
8669
1.98k
    }
8670
2.35k
    if (!pressed)
8671
1.95k
        return false;
8672
407
    if (!TestKeyOwner(key, owner_id))
8673
0
        return false;
8674
407
    return true;
8675
407
}
8676
8677
bool ImGui::IsKeyReleased(ImGuiKey key)
8678
0
{
8679
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
8680
0
}
8681
8682
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
8683
0
{
8684
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8685
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
8686
0
        return false;
8687
0
    if (!TestKeyOwner(key, owner_id))
8688
0
        return false;
8689
0
    return true;
8690
0
}
8691
8692
bool ImGui::IsMouseDown(ImGuiMouseButton button)
8693
0
{
8694
0
    ImGuiContext& g = *GImGui;
8695
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8696
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
8697
0
}
8698
8699
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
8700
80
{
8701
80
    ImGuiContext& g = *GImGui;
8702
80
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8703
80
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
8704
80
}
8705
8706
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
8707
2
{
8708
2
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8709
2
}
8710
8711
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
8712
100
{
8713
100
    ImGuiContext& g = *GImGui;
8714
100
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8715
100
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8716
40
        return false;
8717
60
    const float t = g.IO.MouseDownDuration[button];
8718
60
    if (t < 0.0f)
8719
0
        return false;
8720
60
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8721
8722
60
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
8723
60
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
8724
60
    if (!pressed)
8725
27
        return false;
8726
8727
33
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
8728
0
        return false;
8729
8730
33
    return true;
8731
33
}
8732
8733
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
8734
0
{
8735
0
    ImGuiContext& g = *GImGui;
8736
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8737
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
8738
0
}
8739
8740
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
8741
98
{
8742
98
    ImGuiContext& g = *GImGui;
8743
98
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8744
98
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
8745
98
}
8746
8747
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
8748
0
{
8749
0
    ImGuiContext& g = *GImGui;
8750
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8751
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
8752
0
}
8753
8754
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
8755
0
{
8756
0
    ImGuiContext& g = *GImGui;
8757
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8758
0
    return g.IO.MouseClickedCount[button];
8759
0
}
8760
8761
// Test if mouse cursor is hovering given rectangle
8762
// NB- Rectangle is clipped by our current clip setting
8763
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
8764
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
8765
53.1k
{
8766
53.1k
    ImGuiContext& g = *GImGui;
8767
8768
    // Clip
8769
53.1k
    ImRect rect_clipped(r_min, r_max);
8770
53.1k
    if (clip)
8771
30.3k
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
8772
8773
    // Expand for touch input
8774
53.1k
    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
8775
53.1k
    if (!rect_for_touch.Contains(g.IO.MousePos))
8776
52.6k
        return false;
8777
457
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
8778
77
        return false;
8779
380
    return true;
8780
457
}
8781
8782
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
8783
// [Internal] This doesn't test if the button is pressed
8784
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
8785
31
{
8786
31
    ImGuiContext& g = *GImGui;
8787
31
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8788
31
    if (lock_threshold < 0.0f)
8789
29
        lock_threshold = g.IO.MouseDragThreshold;
8790
31
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
8791
31
}
8792
8793
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
8794
31
{
8795
31
    ImGuiContext& g = *GImGui;
8796
31
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8797
31
    if (!g.IO.MouseDown[button])
8798
0
        return false;
8799
31
    return IsMouseDragPastThreshold(button, lock_threshold);
8800
31
}
8801
8802
ImVec2 ImGui::GetMousePos()
8803
2.16k
{
8804
2.16k
    ImGuiContext& g = *GImGui;
8805
2.16k
    return g.IO.MousePos;
8806
2.16k
}
8807
8808
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
8809
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
8810
0
{
8811
0
    ImGuiContext& g = *GImGui;
8812
0
    if (g.BeginPopupStack.Size > 0)
8813
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
8814
0
    return g.IO.MousePos;
8815
0
}
8816
8817
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
8818
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
8819
29.0k
{
8820
    // The assert is only to silence a false-positive in XCode Static Analysis.
8821
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
8822
29.0k
    IM_ASSERT(GImGui != NULL);
8823
29.0k
    const float MOUSE_INVALID = -256000.0f;
8824
29.0k
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
8825
29.0k
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
8826
29.0k
}
8827
8828
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
8829
bool ImGui::IsAnyMouseDown()
8830
0
{
8831
0
    ImGuiContext& g = *GImGui;
8832
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
8833
0
        if (g.IO.MouseDown[n])
8834
0
            return true;
8835
0
    return false;
8836
0
}
8837
8838
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
8839
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
8840
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
8841
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
8842
0
{
8843
0
    ImGuiContext& g = *GImGui;
8844
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8845
0
    if (lock_threshold < 0.0f)
8846
0
        lock_threshold = g.IO.MouseDragThreshold;
8847
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
8848
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
8849
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
8850
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
8851
0
    return ImVec2(0.0f, 0.0f);
8852
0
}
8853
8854
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
8855
0
{
8856
0
    ImGuiContext& g = *GImGui;
8857
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8858
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
8859
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
8860
0
}
8861
8862
// Get desired mouse cursor shape.
8863
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
8864
// updated during the frame, and locked in EndFrame()/Render().
8865
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
8866
ImGuiMouseCursor ImGui::GetMouseCursor()
8867
0
{
8868
0
    ImGuiContext& g = *GImGui;
8869
0
    return g.MouseCursor;
8870
0
}
8871
8872
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
8873
0
{
8874
0
    ImGuiContext& g = *GImGui;
8875
0
    g.MouseCursor = cursor_type;
8876
0
}
8877
8878
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
8879
53.1k
{
8880
53.1k
    IM_ASSERT(ImGui::IsAliasKey(key));
8881
53.1k
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
8882
53.1k
    key_data->Down = v;
8883
53.1k
    key_data->AnalogValue = analog_value;
8884
53.1k
}
8885
8886
// [Internal] Do not use directly
8887
static ImGuiKeyChord GetMergedModsFromKeys()
8888
15.1k
{
8889
15.1k
    ImGuiKeyChord mods = 0;
8890
15.1k
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
8891
15.1k
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
8892
15.1k
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
8893
15.1k
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
8894
15.1k
    return mods;
8895
15.1k
}
8896
8897
static void ImGui::UpdateKeyboardInputs()
8898
7.58k
{
8899
7.58k
    ImGuiContext& g = *GImGui;
8900
7.58k
    ImGuiIO& io = g.IO;
8901
8902
    // Import legacy keys or verify they are not used
8903
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8904
    if (io.BackendUsingLegacyKeyArrays == 0)
8905
    {
8906
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
8907
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
8908
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
8909
    }
8910
    else
8911
    {
8912
        if (g.FrameCount == 0)
8913
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
8914
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
8915
8916
        // Build reverse KeyMap (Named -> Legacy)
8917
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
8918
            if (io.KeyMap[n] != -1)
8919
            {
8920
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
8921
                io.KeyMap[io.KeyMap[n]] = n;
8922
            }
8923
8924
        // Import legacy keys into new ones
8925
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
8926
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
8927
            {
8928
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
8929
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
8930
                io.KeysData[key].Down = io.KeysDown[n];
8931
                if (key != n)
8932
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
8933
                io.BackendUsingLegacyKeyArrays = 1;
8934
            }
8935
        if (io.BackendUsingLegacyKeyArrays == 1)
8936
        {
8937
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
8938
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
8939
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
8940
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
8941
        }
8942
    }
8943
8944
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8945
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
8946
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
8947
    {
8948
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
8949
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
8950
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
8951
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
8952
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
8953
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
8954
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
8955
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
8956
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
8957
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
8958
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
8959
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
8960
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
8961
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
8962
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
8963
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
8964
        #undef NAV_MAP_KEY
8965
    }
8966
#endif
8967
#endif
8968
8969
    // Update aliases
8970
45.5k
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
8971
37.9k
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
8972
7.58k
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
8973
7.58k
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
8974
8975
    // Synchronize io.KeyMods and io.KeyXXX values.
8976
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
8977
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
8978
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
8979
7.58k
    io.KeyMods = GetMergedModsFromKeys();
8980
7.58k
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
8981
7.58k
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
8982
7.58k
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
8983
7.58k
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
8984
8985
    // Clear gamepad data if disabled
8986
7.58k
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
8987
189k
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
8988
182k
        {
8989
182k
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
8990
182k
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
8991
182k
        }
8992
8993
    // Update keys
8994
1.06M
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
8995
1.06M
    {
8996
1.06M
        ImGuiKeyData* key_data = &io.KeysData[i];
8997
1.06M
        key_data->DownDurationPrev = key_data->DownDuration;
8998
1.06M
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
8999
1.06M
    }
9000
9001
    // Update keys/input owner (named keys only): one entry per key
9002
1.06M
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9003
1.06M
    {
9004
1.06M
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9005
1.06M
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9006
1.06M
        owner_data->OwnerCurr = owner_data->OwnerNext;
9007
1.06M
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9008
1.05M
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9009
1.06M
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9010
1.06M
    }
9011
9012
7.58k
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9013
7.58k
}
9014
9015
static void ImGui::UpdateMouseInputs()
9016
7.58k
{
9017
7.58k
    ImGuiContext& g = *GImGui;
9018
7.58k
    ImGuiIO& io = g.IO;
9019
9020
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9021
7.58k
    if (IsMousePosValid(&io.MousePos))
9022
2.16k
        io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
9023
9024
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9025
7.58k
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9026
1.96k
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9027
5.62k
    else
9028
5.62k
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9029
9030
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9031
7.58k
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9032
200
        g.NavDisableMouseHover = false;
9033
9034
7.58k
    io.MousePosPrev = io.MousePos;
9035
45.5k
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9036
37.9k
    {
9037
37.9k
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9038
37.9k
        io.MouseClickedCount[i] = 0; // Will be filled below
9039
37.9k
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9040
37.9k
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9041
37.9k
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9042
37.9k
        if (io.MouseClicked[i])
9043
865
        {
9044
865
            bool is_repeated_click = false;
9045
865
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9046
574
            {
9047
574
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9048
574
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9049
513
                    is_repeated_click = true;
9050
574
            }
9051
865
            if (is_repeated_click)
9052
513
                io.MouseClickedLastCount[i]++;
9053
352
            else
9054
352
                io.MouseClickedLastCount[i] = 1;
9055
865
            io.MouseClickedTime[i] = g.Time;
9056
865
            io.MouseClickedPos[i] = io.MousePos;
9057
865
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9058
865
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9059
865
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9060
865
        }
9061
37.0k
        else if (io.MouseDown[i])
9062
3.41k
        {
9063
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9064
3.41k
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9065
3.41k
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9066
3.41k
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9067
3.41k
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9068
3.41k
        }
9069
9070
        // We provide io.MouseDoubleClicked[] as a legacy service
9071
37.9k
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9072
9073
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9074
37.9k
        if (io.MouseClicked[i])
9075
865
            g.NavDisableMouseHover = false;
9076
37.9k
    }
9077
7.58k
}
9078
9079
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9080
7
{
9081
7
    ImGuiContext& g = *GImGui;
9082
7
    if (window)
9083
4
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9084
3
    else
9085
3
        g.WheelingWindowReleaseTimer = 0.0f;
9086
7
    if (g.WheelingWindow == window)
9087
1
        return;
9088
6
    IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9089
6
    g.WheelingWindow = window;
9090
6
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9091
6
    if (window == NULL)
9092
3
    {
9093
3
        g.WheelingWindowStartFrame = -1;
9094
3
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9095
3
    }
9096
6
}
9097
9098
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9099
37
{
9100
    // For each axis, find window in the hierarchy that may want to use scrolling
9101
37
    ImGuiContext& g = *GImGui;
9102
37
    ImGuiWindow* windows[2] = { NULL, NULL };
9103
111
    for (int axis = 0; axis < 2; axis++)
9104
74
        if (wheel[axis] != 0.0f)
9105
52
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9106
0
            {
9107
                // Bubble up into parent window if:
9108
                // - a child window doesn't allow any scrolling.
9109
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9110
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9111
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9112
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9113
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9114
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9115
0
                    break; // select this window
9116
0
            }
9117
37
    if (windows[0] == NULL && windows[1] == NULL)
9118
0
        return NULL;
9119
9120
    // If there's only one window or only one axis then there's no ambiguity
9121
37
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9122
37
        return windows[1] ? windows[1] : windows[0];
9123
9124
    // If candidate are different windows we need to decide which one to prioritize
9125
    // - First frame: only find a winner if one axis is zero.
9126
    // - Subsequent frames: only find a winner when one is more than the other.
9127
0
    if (g.WheelingWindowStartFrame == -1)
9128
0
        g.WheelingWindowStartFrame = g.FrameCount;
9129
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9130
0
    {
9131
0
        g.WheelingWindowWheelRemainder = wheel;
9132
0
        return NULL;
9133
0
    }
9134
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9135
0
}
9136
9137
// Called by NewFrame()
9138
void ImGui::UpdateMouseWheel()
9139
7.58k
{
9140
    // Reset the locked window if we move the mouse or after the timer elapses.
9141
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9142
7.58k
    ImGuiContext& g = *GImGui;
9143
7.58k
    if (g.WheelingWindow != NULL)
9144
9
    {
9145
9
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9146
9
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9147
2
            g.WheelingWindowReleaseTimer = 0.0f;
9148
9
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9149
3
            LockWheelingWindow(NULL, 0.0f);
9150
9
    }
9151
9152
7.58k
    ImVec2 wheel;
9153
7.58k
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9154
7.58k
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9155
9156
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9157
7.58k
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9158
7.58k
    if (!mouse_window || mouse_window->Collapsed)
9159
7.23k
        return;
9160
9161
    // Zoom / Scale window
9162
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9163
351
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9164
0
    {
9165
0
        LockWheelingWindow(mouse_window, wheel.y);
9166
0
        ImGuiWindow* window = mouse_window;
9167
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9168
0
        const float scale = new_font_scale / window->FontWindowScale;
9169
0
        window->FontWindowScale = new_font_scale;
9170
0
        if (window == window->RootWindow)
9171
0
        {
9172
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9173
0
            SetWindowPos(window, window->Pos + offset, 0);
9174
0
            window->Size = ImFloor(window->Size * scale);
9175
0
            window->SizeFull = ImFloor(window->SizeFull * scale);
9176
0
        }
9177
0
        return;
9178
0
    }
9179
351
    if (g.IO.KeyCtrl)
9180
0
        return;
9181
9182
    // Mouse wheel scrolling
9183
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9184
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9185
    // - However this means when running on OSX over Emcripten, Shift+WheelY will incur two swappings (1 in OS, 1 here), cancelling the feature.
9186
351
    const bool swap_axis = g.IO.KeyShift && !g.IO.ConfigMacOSXBehaviors;
9187
351
    if (swap_axis)
9188
0
    {
9189
0
        wheel.x = wheel.y;
9190
0
        wheel.y = 0.0f;
9191
0
    }
9192
9193
    // Maintain a rough average of moving magnitude on both axises
9194
    // FIXME: should by based on wall clock time rather than frame-counter
9195
351
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9196
351
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9197
9198
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9199
351
    wheel += g.WheelingWindowWheelRemainder;
9200
351
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9201
351
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9202
313
        return;
9203
9204
    // Mouse wheel scrolling: find target and apply
9205
    // - don't renew lock if axis doesn't apply on the window.
9206
    // - select a main axis when both axises are being moved.
9207
38
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9208
38
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9209
38
        {
9210
38
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9211
38
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9212
1
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9213
38
            if (do_scroll[ImGuiAxis_X])
9214
1
            {
9215
1
                LockWheelingWindow(window, wheel.x);
9216
1
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9217
1
                float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
9218
1
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9219
1
            }
9220
38
            if (do_scroll[ImGuiAxis_Y])
9221
3
            {
9222
3
                LockWheelingWindow(window, wheel.y);
9223
3
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9224
3
                float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
9225
3
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9226
3
            }
9227
38
        }
9228
38
}
9229
9230
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9231
0
{
9232
0
    ImGuiContext& g = *GImGui;
9233
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9234
0
}
9235
9236
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9237
0
{
9238
0
    ImGuiContext& g = *GImGui;
9239
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9240
0
}
9241
9242
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9243
static const char* GetInputSourceName(ImGuiInputSource source)
9244
0
{
9245
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Nav", "Clipboard" };
9246
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9247
0
    return input_source_names[source];
9248
0
}
9249
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9250
0
{
9251
0
    ImGuiContext& g = *GImGui;
9252
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("%s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f)\n", prefix, e->MousePos.PosX, e->MousePos.PosY); return; }
9253
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up"); return; }
9254
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.3f, %.3f)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY); return; }
9255
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("%s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9256
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9257
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9258
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9259
0
}
9260
#endif
9261
9262
// Process input queue
9263
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9264
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9265
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9266
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9267
7.58k
{
9268
7.58k
    ImGuiContext& g = *GImGui;
9269
7.58k
    ImGuiIO& io = g.IO;
9270
9271
    // Only trickle chars<>key when working with InputText()
9272
    // FIXME: InputText() could parse event trail?
9273
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9274
7.58k
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9275
9276
7.58k
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9277
7.58k
    int  mouse_button_changed = 0x00;
9278
7.58k
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9279
9280
7.58k
    int event_n = 0;
9281
11.2k
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9282
4.45k
    {
9283
4.45k
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9284
4.45k
        if (e->Type == ImGuiInputEventType_MousePos)
9285
689
        {
9286
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9287
689
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9288
689
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9289
131
                break;
9290
558
            io.MousePos = event_pos;
9291
558
            mouse_moved = true;
9292
558
        }
9293
3.76k
        else if (e->Type == ImGuiInputEventType_MouseButton)
9294
1.49k
        {
9295
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9296
1.49k
            const ImGuiMouseButton button = e->MouseButton.Button;
9297
1.49k
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9298
1.49k
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9299
307
                break;
9300
1.18k
            io.MouseDown[button] = e->MouseButton.Down;
9301
1.18k
            mouse_button_changed |= (1 << button);
9302
1.18k
        }
9303
2.26k
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9304
425
        {
9305
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9306
425
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9307
177
                break;
9308
248
            io.MouseWheelH += e->MouseWheel.WheelX;
9309
248
            io.MouseWheel += e->MouseWheel.WheelY;
9310
248
            mouse_wheeled = true;
9311
248
        }
9312
1.84k
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9313
0
        {
9314
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9315
0
        }
9316
1.84k
        else if (e->Type == ImGuiInputEventType_Key)
9317
291
        {
9318
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9319
291
            ImGuiKey key = e->Key.Key;
9320
291
            IM_ASSERT(key != ImGuiKey_None);
9321
291
            ImGuiKeyData* key_data = GetKeyData(key);
9322
291
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9323
291
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9324
20
                break;
9325
271
            key_data->Down = e->Key.Down;
9326
271
            key_data->AnalogValue = e->Key.AnalogValue;
9327
271
            key_changed = true;
9328
271
            key_changed_mask.SetBit(key_data_index);
9329
9330
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9331
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9332
            io.KeysDown[key_data_index] = key_data->Down;
9333
            if (io.KeyMap[key_data_index] != -1)
9334
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9335
#endif
9336
271
        }
9337
1.55k
        else if (e->Type == ImGuiInputEventType_Text)
9338
1.12k
        {
9339
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9340
1.12k
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9341
136
                break;
9342
993
            unsigned int c = e->Text.Char;
9343
993
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9344
993
            if (trickle_interleaved_keys_and_text)
9345
0
                text_inputted = true;
9346
993
        }
9347
424
        else if (e->Type == ImGuiInputEventType_Focus)
9348
424
        {
9349
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9350
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9351
424
            const bool focus_lost = !e->AppFocused.Focused;
9352
424
            io.AppFocusLost = focus_lost;
9353
424
        }
9354
0
        else
9355
0
        {
9356
0
            IM_ASSERT(0 && "Unknown event!");
9357
0
        }
9358
4.45k
    }
9359
9360
    // Record trail (for domain-specific applications wanting to access a precise trail)
9361
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9362
11.2k
    for (int n = 0; n < event_n; n++)
9363
3.68k
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9364
9365
    // [DEBUG]
9366
7.58k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9367
7.58k
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9368
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9369
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9370
7.58k
#endif
9371
9372
    // Remaining events will be processed on the next frame
9373
7.58k
    if (event_n == g.InputEventsQueue.Size)
9374
6.81k
        g.InputEventsQueue.resize(0);
9375
771
    else
9376
771
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9377
9378
    // Clear buttons state when focus is lost
9379
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9380
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9381
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9382
7.58k
    if (g.IO.AppFocusLost)
9383
324
        g.IO.ClearInputKeys();
9384
7.58k
}
9385
9386
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9387
0
{
9388
0
    if (!IsNamedKeyOrModKey(key))
9389
0
        return ImGuiKeyOwner_None;
9390
9391
0
    ImGuiContext& g = *GImGui;
9392
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
9393
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9394
9395
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9396
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9397
0
            return ImGuiKeyOwner_None;
9398
9399
0
    return owner_id;
9400
0
}
9401
9402
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9403
// TestKeyOwner(..., None) : (owner == None)
9404
// TestKeyOwner(..., Any)  : no owner test
9405
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9406
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9407
17.3k
{
9408
17.3k
    if (!IsNamedKeyOrModKey(key))
9409
0
        return true;
9410
9411
17.3k
    ImGuiContext& g = *GImGui;
9412
17.3k
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9413
170
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9414
0
            return false;
9415
9416
17.3k
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
9417
17.3k
    if (owner_id == ImGuiKeyOwner_Any)
9418
1.42k
        return (owner_data->LockThisFrame == false);
9419
9420
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9421
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9422
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9423
15.8k
    if (owner_data->OwnerCurr != owner_id)
9424
25
    {
9425
25
        if (owner_data->LockThisFrame)
9426
0
            return false;
9427
25
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9428
0
            return false;
9429
25
    }
9430
9431
15.8k
    return true;
9432
15.8k
}
9433
9434
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9435
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9436
// - SetKeyOwner(..., None)              : clears owner
9437
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9438
// - SetKeyOwner(..., Any or None, Lock) : set lock
9439
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9440
33
{
9441
33
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9442
33
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9443
9444
33
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
9445
33
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9446
9447
    // We cannot lock by default as it would likely break lots of legacy code.
9448
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9449
33
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9450
33
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9451
33
}
9452
9453
// This is more or less equivalent to:
9454
//   if (IsItemHovered() || IsItemActive())
9455
//       SetKeyOwner(key, GetItemID());
9456
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9457
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9458
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9459
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9460
0
{
9461
0
    ImGuiContext& g = *GImGui;
9462
0
    ImGuiID id = g.LastItemData.ID;
9463
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9464
0
        return;
9465
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9466
0
        flags |= ImGuiInputFlags_CondDefault_;
9467
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9468
0
    {
9469
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9470
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9471
0
    }
9472
0
}
9473
9474
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9475
15.1k
{
9476
15.1k
    ImGuiContext& g = *GImGui;
9477
9478
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9479
15.1k
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9480
15.1k
        flags |= ImGuiInputFlags_RouteFocused;
9481
15.1k
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9482
0
        return false;
9483
9484
15.1k
    if (key_chord & ImGuiMod_Shortcut)
9485
0
        key_chord = ConvertShortcutMod(key_chord);
9486
15.1k
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9487
15.1k
    if (g.IO.KeyMods != mods)
9488
15.1k
        return false;
9489
9490
    // Special storage location for mods
9491
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9492
0
    if (key == ImGuiKey_None)
9493
0
        key = ConvertSingleModFlagToKey(mods);
9494
9495
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9496
0
        return false;
9497
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9498
9499
0
    return true;
9500
0
}
9501
9502
9503
//-----------------------------------------------------------------------------
9504
// [SECTION] ERROR CHECKING
9505
//-----------------------------------------------------------------------------
9506
9507
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9508
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9509
// If this triggers you have an issue:
9510
// - Most commonly: mismatched headers and compiled code version.
9511
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9512
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9513
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9514
//   Otherwise it is possible that different compilation units would see different structure layout
9515
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9516
1
{
9517
1
    bool error = false;
9518
1
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9519
1
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9520
1
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9521
1
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9522
1
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9523
1
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9524
1
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9525
1
    return !error;
9526
1
}
9527
9528
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9529
// This is causing issues and ambiguity and we need to retire that.
9530
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9531
// [Scenario 1]
9532
//  Previously this would make the window content size ~200x200:
9533
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9534
//  Instead, please submit an item:
9535
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9536
//  Alternative:
9537
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9538
// [Scenario 2]
9539
//  For reference this is one of the issue what we aim to fix with this change:
9540
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9541
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9542
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9543
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9544
0
{
9545
0
    ImGuiContext& g = *GImGui;
9546
0
    ImGuiWindow* window = g.CurrentWindow;
9547
0
    IM_ASSERT(window->DC.IsSetPos);
9548
0
    window->DC.IsSetPos = false;
9549
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
9550
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
9551
0
        return;
9552
0
    if (window->SkipItems)
9553
0
        return;
9554
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
9555
#else
9556
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9557
#endif
9558
0
}
9559
9560
static void ImGui::ErrorCheckNewFrameSanityChecks()
9561
7.58k
{
9562
7.58k
    ImGuiContext& g = *GImGui;
9563
9564
    // Check user IM_ASSERT macro
9565
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
9566
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
9567
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
9568
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
9569
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
9570
7.58k
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
9571
9572
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
9573
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
9574
#ifdef __EMSCRIPTEN__
9575
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
9576
        g.IO.DeltaTime = 0.00001f;
9577
#endif
9578
9579
    // Check user data
9580
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
9581
7.58k
    IM_ASSERT(g.Initialized);
9582
7.58k
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
9583
7.58k
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
9584
7.58k
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
9585
7.58k
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
9586
7.58k
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
9587
7.58k
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
9588
7.58k
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
9589
7.58k
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
9590
7.58k
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
9591
7.58k
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
9592
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9593
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
9594
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
9595
9596
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
9597
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
9598
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
9599
#endif
9600
9601
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
9602
7.58k
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
9603
1
        g.IO.ConfigWindowsResizeFromEdges = false;
9604
9605
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
9606
7.58k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
9607
7.58k
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9608
7.58k
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
9609
7.58k
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9610
9611
    // Perform simple checks: multi-viewport and platform windows support
9612
7.58k
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
9613
1
    {
9614
1
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
9615
0
        {
9616
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
9617
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
9618
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
9619
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
9620
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
9621
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
9622
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
9623
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
9624
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
9625
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
9626
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
9627
0
        }
9628
1
        else
9629
1
        {
9630
            // Disable feature, our backends do not support it
9631
1
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
9632
1
        }
9633
9634
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
9635
1
        for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
9636
0
        {
9637
0
            ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n];
9638
0
            IM_UNUSED(mon);
9639
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
9640
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
9641
0
            IM_ASSERT(mon.DpiScale != 0.0f);
9642
0
        }
9643
1
    }
9644
7.58k
}
9645
9646
static void ImGui::ErrorCheckEndFrameSanityChecks()
9647
7.58k
{
9648
7.58k
    ImGuiContext& g = *GImGui;
9649
9650
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
9651
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
9652
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
9653
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
9654
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
9655
    // while still correctly asserting on mid-frame key press events.
9656
7.58k
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
9657
7.58k
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
9658
7.58k
    IM_UNUSED(key_mods);
9659
9660
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
9661
    //ErrorCheckEndFrameRecover();
9662
9663
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
9664
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
9665
7.58k
    if (g.CurrentWindowStack.Size != 1)
9666
0
    {
9667
0
        if (g.CurrentWindowStack.Size > 1)
9668
0
        {
9669
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
9670
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
9671
0
            IM_UNUSED(window);
9672
0
            while (g.CurrentWindowStack.Size > 1)
9673
0
                End();
9674
0
        }
9675
0
        else
9676
0
        {
9677
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
9678
0
        }
9679
0
    }
9680
9681
7.58k
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
9682
7.58k
}
9683
9684
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
9685
// Must be called during or before EndFrame().
9686
// This is generally flawed as we are not necessarily End/Popping things in the right order.
9687
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
9688
// FIXME: Can't recover from interleaved BeginTabBar/Begin
9689
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9690
0
{
9691
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
9692
0
    ImGuiContext& g = *GImGui;
9693
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
9694
0
    {
9695
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
9696
0
        ImGuiWindow* window = g.CurrentWindow;
9697
0
        if (g.CurrentWindowStack.Size == 1)
9698
0
        {
9699
0
            IM_ASSERT(window->IsFallbackWindow);
9700
0
            break;
9701
0
        }
9702
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
9703
0
        {
9704
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
9705
0
            EndChild();
9706
0
        }
9707
0
        else
9708
0
        {
9709
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
9710
0
            End();
9711
0
        }
9712
0
    }
9713
0
}
9714
9715
// Must be called before End()/EndChild()
9716
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9717
0
{
9718
0
    ImGuiContext& g = *GImGui;
9719
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
9720
0
    {
9721
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
9722
0
        EndTable();
9723
0
    }
9724
9725
0
    ImGuiWindow* window = g.CurrentWindow;
9726
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
9727
0
    IM_ASSERT(window != NULL);
9728
0
    while (g.CurrentTabBar != NULL) //-V1044
9729
0
    {
9730
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
9731
0
        EndTabBar();
9732
0
    }
9733
0
    while (window->DC.TreeDepth > 0)
9734
0
    {
9735
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
9736
0
        TreePop();
9737
0
    }
9738
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
9739
0
    {
9740
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
9741
0
        EndGroup();
9742
0
    }
9743
0
    while (window->IDStack.Size > 1)
9744
0
    {
9745
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
9746
0
        PopID();
9747
0
    }
9748
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
9749
0
    {
9750
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
9751
0
        EndDisabled();
9752
0
    }
9753
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
9754
0
    {
9755
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
9756
0
        PopStyleColor();
9757
0
    }
9758
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
9759
0
    {
9760
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
9761
0
        PopItemFlag();
9762
0
    }
9763
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
9764
0
    {
9765
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
9766
0
        PopStyleVar();
9767
0
    }
9768
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
9769
0
    {
9770
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
9771
0
        PopFocusScope();
9772
0
    }
9773
0
}
9774
9775
// Save current stack sizes for later compare
9776
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
9777
22.7k
{
9778
22.7k
    ImGuiContext& g = *ctx;
9779
22.7k
    ImGuiWindow* window = g.CurrentWindow;
9780
22.7k
    SizeOfIDStack = (short)window->IDStack.Size;
9781
22.7k
    SizeOfColorStack = (short)g.ColorStack.Size;
9782
22.7k
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
9783
22.7k
    SizeOfFontStack = (short)g.FontStack.Size;
9784
22.7k
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
9785
22.7k
    SizeOfGroupStack = (short)g.GroupStack.Size;
9786
22.7k
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
9787
22.7k
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
9788
22.7k
    SizeOfDisabledStack = (short)g.DisabledStackSize;
9789
22.7k
}
9790
9791
// Compare to detect usage errors
9792
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
9793
22.7k
{
9794
22.7k
    ImGuiContext& g = *ctx;
9795
22.7k
    ImGuiWindow* window = g.CurrentWindow;
9796
22.7k
    IM_UNUSED(window);
9797
9798
    // Window stacks
9799
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
9800
22.7k
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
9801
9802
    // Global stacks
9803
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
9804
22.7k
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
9805
22.7k
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
9806
22.7k
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
9807
22.7k
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
9808
22.7k
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
9809
22.7k
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
9810
22.7k
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
9811
22.7k
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
9812
22.7k
}
9813
9814
9815
//-----------------------------------------------------------------------------
9816
// [SECTION] LAYOUT
9817
//-----------------------------------------------------------------------------
9818
// - ItemSize()
9819
// - ItemAdd()
9820
// - SameLine()
9821
// - GetCursorScreenPos()
9822
// - SetCursorScreenPos()
9823
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
9824
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
9825
// - GetCursorStartPos()
9826
// - Indent()
9827
// - Unindent()
9828
// - SetNextItemWidth()
9829
// - PushItemWidth()
9830
// - PushMultiItemsWidths()
9831
// - PopItemWidth()
9832
// - CalcItemWidth()
9833
// - CalcItemSize()
9834
// - GetTextLineHeight()
9835
// - GetTextLineHeightWithSpacing()
9836
// - GetFrameHeight()
9837
// - GetFrameHeightWithSpacing()
9838
// - GetContentRegionMax()
9839
// - GetContentRegionMaxAbs() [Internal]
9840
// - GetContentRegionAvail(),
9841
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
9842
// - BeginGroup()
9843
// - EndGroup()
9844
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
9845
//-----------------------------------------------------------------------------
9846
9847
// Advance cursor given item size for layout.
9848
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
9849
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
9850
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
9851
14.7k
{
9852
14.7k
    ImGuiContext& g = *GImGui;
9853
14.7k
    ImGuiWindow* window = g.CurrentWindow;
9854
14.7k
    if (window->SkipItems)
9855
0
        return;
9856
9857
    // We increase the height in this function to accommodate for baseline offset.
9858
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
9859
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
9860
14.7k
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
9861
9862
14.7k
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
9863
14.7k
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
9864
9865
    // Always align ourselves on pixel boundaries
9866
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
9867
14.7k
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
9868
14.7k
    window->DC.CursorPosPrevLine.y = line_y1;
9869
14.7k
    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
9870
14.7k
    window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
9871
14.7k
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
9872
14.7k
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
9873
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
9874
9875
14.7k
    window->DC.PrevLineSize.y = line_height;
9876
14.7k
    window->DC.CurrLineSize.y = 0.0f;
9877
14.7k
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
9878
14.7k
    window->DC.CurrLineTextBaseOffset = 0.0f;
9879
14.7k
    window->DC.IsSameLine = window->DC.IsSetPos = false;
9880
9881
    // Horizontal layout mode
9882
14.7k
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
9883
0
        SameLine();
9884
14.7k
}
9885
9886
// Declare item bounding box for clipping and interaction.
9887
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
9888
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
9889
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
9890
44.6k
{
9891
44.6k
    ImGuiContext& g = *GImGui;
9892
44.6k
    ImGuiWindow* window = g.CurrentWindow;
9893
9894
    // Set item data
9895
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
9896
44.6k
    g.LastItemData.ID = id;
9897
44.6k
    g.LastItemData.Rect = bb;
9898
44.6k
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
9899
44.6k
    g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags;
9900
44.6k
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
9901
9902
    // Directional navigation processing
9903
44.6k
    if (id != 0)
9904
36.7k
    {
9905
36.7k
        KeepAliveID(id);
9906
9907
        // Runs prior to clipping early-out
9908
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
9909
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
9910
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
9911
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
9912
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
9913
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
9914
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
9915
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
9916
36.7k
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
9917
21.9k
        {
9918
21.9k
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
9919
21.9k
            if (g.NavId == id || g.NavAnyRequest)
9920
735
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
9921
346
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
9922
346
                        NavProcessItem();
9923
21.9k
        }
9924
9925
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
9926
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
9927
        // READ THE FAQ: https://dearimgui.org/faq
9928
36.7k
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
9929
36.7k
    }
9930
44.6k
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
9931
9932
#ifdef IMGUI_ENABLE_TEST_ENGINE
9933
    if (id != 0)
9934
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
9935
#endif
9936
9937
    // Clipping test
9938
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
9939
    //const bool is_clipped = IsClippedEx(bb, id);
9940
    //if (is_clipped)
9941
    //    return false;
9942
44.6k
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
9943
44.6k
    if (!is_rect_visible)
9944
15.0k
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
9945
15.0k
            if (!g.LogEnabled)
9946
15.0k
                return false;
9947
9948
    // [DEBUG]
9949
29.6k
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9950
29.6k
    if (id != 0 && id == g.DebugLocateId)
9951
0
        DebugLocateItemResolveWithLastItem();
9952
29.6k
#endif
9953
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
9954
9955
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
9956
29.6k
    if (is_rect_visible)
9957
29.6k
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
9958
29.6k
    if (IsMouseHoveringRect(bb.Min, bb.Max))
9959
161
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
9960
29.6k
    return true;
9961
44.6k
}
9962
9963
// Gets back to previous line and continue with horizontal layout
9964
//      offset_from_start_x == 0 : follow right after previous item
9965
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
9966
//      spacing_w < 0            : use default spacing if pos_x == 0, no spacing if pos_x != 0
9967
//      spacing_w >= 0           : enforce spacing amount
9968
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
9969
0
{
9970
0
    ImGuiContext& g = *GImGui;
9971
0
    ImGuiWindow* window = g.CurrentWindow;
9972
0
    if (window->SkipItems)
9973
0
        return;
9974
9975
0
    if (offset_from_start_x != 0.0f)
9976
0
    {
9977
0
        if (spacing_w < 0.0f)
9978
0
            spacing_w = 0.0f;
9979
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
9980
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
9981
0
    }
9982
0
    else
9983
0
    {
9984
0
        if (spacing_w < 0.0f)
9985
0
            spacing_w = g.Style.ItemSpacing.x;
9986
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
9987
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
9988
0
    }
9989
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
9990
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
9991
0
    window->DC.IsSameLine = true;
9992
0
}
9993
9994
ImVec2 ImGui::GetCursorScreenPos()
9995
9.74k
{
9996
9.74k
    ImGuiWindow* window = GetCurrentWindowRead();
9997
9.74k
    return window->DC.CursorPos;
9998
9.74k
}
9999
10000
// 2022/08/05: Setting cursor position also extend boundaries (via modifying CursorMaxPos) used to compute window size, group size etc.
10001
// I believe this was is a judicious choice but it's probably being relied upon (it has been the case since 1.31 and 1.50)
10002
// It would be sane if we requested user to use SetCursorPos() + Dummy(ImVec2(0,0)) to extend CursorMaxPos...
10003
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10004
0
{
10005
0
    ImGuiWindow* window = GetCurrentWindow();
10006
0
    window->DC.CursorPos = pos;
10007
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10008
0
    window->DC.IsSetPos = true;
10009
0
}
10010
10011
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10012
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10013
ImVec2 ImGui::GetCursorPos()
10014
0
{
10015
0
    ImGuiWindow* window = GetCurrentWindowRead();
10016
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10017
0
}
10018
10019
float ImGui::GetCursorPosX()
10020
0
{
10021
0
    ImGuiWindow* window = GetCurrentWindowRead();
10022
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10023
0
}
10024
10025
float ImGui::GetCursorPosY()
10026
0
{
10027
0
    ImGuiWindow* window = GetCurrentWindowRead();
10028
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10029
0
}
10030
10031
void ImGui::SetCursorPos(const ImVec2& local_pos)
10032
0
{
10033
0
    ImGuiWindow* window = GetCurrentWindow();
10034
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10035
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10036
0
    window->DC.IsSetPos = true;
10037
0
}
10038
10039
void ImGui::SetCursorPosX(float x)
10040
0
{
10041
0
    ImGuiWindow* window = GetCurrentWindow();
10042
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10043
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10044
0
    window->DC.IsSetPos = true;
10045
0
}
10046
10047
void ImGui::SetCursorPosY(float y)
10048
0
{
10049
0
    ImGuiWindow* window = GetCurrentWindow();
10050
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10051
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10052
0
    window->DC.IsSetPos = true;
10053
0
}
10054
10055
ImVec2 ImGui::GetCursorStartPos()
10056
0
{
10057
0
    ImGuiWindow* window = GetCurrentWindowRead();
10058
0
    return window->DC.CursorStartPos - window->Pos;
10059
0
}
10060
10061
void ImGui::Indent(float indent_w)
10062
0
{
10063
0
    ImGuiContext& g = *GImGui;
10064
0
    ImGuiWindow* window = GetCurrentWindow();
10065
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10066
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10067
0
}
10068
10069
void ImGui::Unindent(float indent_w)
10070
0
{
10071
0
    ImGuiContext& g = *GImGui;
10072
0
    ImGuiWindow* window = GetCurrentWindow();
10073
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10074
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10075
0
}
10076
10077
// Affect large frame+labels widgets only.
10078
void ImGui::SetNextItemWidth(float item_width)
10079
0
{
10080
0
    ImGuiContext& g = *GImGui;
10081
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10082
0
    g.NextItemData.Width = item_width;
10083
0
}
10084
10085
// FIXME: Remove the == 0.0f behavior?
10086
void ImGui::PushItemWidth(float item_width)
10087
0
{
10088
0
    ImGuiContext& g = *GImGui;
10089
0
    ImGuiWindow* window = g.CurrentWindow;
10090
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10091
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10092
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10093
0
}
10094
10095
void ImGui::PushMultiItemsWidths(int components, float w_full)
10096
0
{
10097
0
    ImGuiContext& g = *GImGui;
10098
0
    ImGuiWindow* window = g.CurrentWindow;
10099
0
    const ImGuiStyle& style = g.Style;
10100
0
    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
10101
0
    const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
10102
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10103
0
    window->DC.ItemWidthStack.push_back(w_item_last);
10104
0
    for (int i = 0; i < components - 2; i++)
10105
0
        window->DC.ItemWidthStack.push_back(w_item_one);
10106
0
    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
10107
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10108
0
}
10109
10110
void ImGui::PopItemWidth()
10111
0
{
10112
0
    ImGuiWindow* window = GetCurrentWindow();
10113
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10114
0
    window->DC.ItemWidthStack.pop_back();
10115
0
}
10116
10117
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10118
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10119
float ImGui::CalcItemWidth()
10120
0
{
10121
0
    ImGuiContext& g = *GImGui;
10122
0
    ImGuiWindow* window = g.CurrentWindow;
10123
0
    float w;
10124
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10125
0
        w = g.NextItemData.Width;
10126
0
    else
10127
0
        w = window->DC.ItemWidth;
10128
0
    if (w < 0.0f)
10129
0
    {
10130
0
        float region_max_x = GetContentRegionMaxAbs().x;
10131
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10132
0
    }
10133
0
    w = IM_FLOOR(w);
10134
0
    return w;
10135
0
}
10136
10137
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10138
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10139
// Note that only CalcItemWidth() is publicly exposed.
10140
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10141
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10142
0
{
10143
0
    ImGuiContext& g = *GImGui;
10144
0
    ImGuiWindow* window = g.CurrentWindow;
10145
10146
0
    ImVec2 region_max;
10147
0
    if (size.x < 0.0f || size.y < 0.0f)
10148
0
        region_max = GetContentRegionMaxAbs();
10149
10150
0
    if (size.x == 0.0f)
10151
0
        size.x = default_w;
10152
0
    else if (size.x < 0.0f)
10153
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10154
10155
0
    if (size.y == 0.0f)
10156
0
        size.y = default_h;
10157
0
    else if (size.y < 0.0f)
10158
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10159
10160
0
    return size;
10161
0
}
10162
10163
float ImGui::GetTextLineHeight()
10164
0
{
10165
0
    ImGuiContext& g = *GImGui;
10166
0
    return g.FontSize;
10167
0
}
10168
10169
float ImGui::GetTextLineHeightWithSpacing()
10170
7.58k
{
10171
7.58k
    ImGuiContext& g = *GImGui;
10172
7.58k
    return g.FontSize + g.Style.ItemSpacing.y;
10173
7.58k
}
10174
10175
float ImGui::GetFrameHeight()
10176
87
{
10177
87
    ImGuiContext& g = *GImGui;
10178
87
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10179
87
}
10180
10181
float ImGui::GetFrameHeightWithSpacing()
10182
0
{
10183
0
    ImGuiContext& g = *GImGui;
10184
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10185
0
}
10186
10187
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10188
10189
// FIXME: This is in window space (not screen space!).
10190
ImVec2 ImGui::GetContentRegionMax()
10191
0
{
10192
0
    ImGuiContext& g = *GImGui;
10193
0
    ImGuiWindow* window = g.CurrentWindow;
10194
0
    ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
10195
0
    if (window->DC.CurrentColumns || g.CurrentTable)
10196
0
        mx.x = window->WorkRect.Max.x - window->Pos.x;
10197
0
    return mx;
10198
0
}
10199
10200
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10201
ImVec2 ImGui::GetContentRegionMaxAbs()
10202
7.58k
{
10203
7.58k
    ImGuiContext& g = *GImGui;
10204
7.58k
    ImGuiWindow* window = g.CurrentWindow;
10205
7.58k
    ImVec2 mx = window->ContentRegionRect.Max;
10206
7.58k
    if (window->DC.CurrentColumns || g.CurrentTable)
10207
0
        mx.x = window->WorkRect.Max.x;
10208
7.58k
    return mx;
10209
7.58k
}
10210
10211
ImVec2 ImGui::GetContentRegionAvail()
10212
7.58k
{
10213
7.58k
    ImGuiWindow* window = GImGui->CurrentWindow;
10214
7.58k
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10215
7.58k
}
10216
10217
// In window space (not screen space!)
10218
ImVec2 ImGui::GetWindowContentRegionMin()
10219
0
{
10220
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10221
0
    return window->ContentRegionRect.Min - window->Pos;
10222
0
}
10223
10224
ImVec2 ImGui::GetWindowContentRegionMax()
10225
7.58k
{
10226
7.58k
    ImGuiWindow* window = GImGui->CurrentWindow;
10227
7.58k
    return window->ContentRegionRect.Max - window->Pos;
10228
7.58k
}
10229
10230
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10231
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10232
// FIXME-OPT: Could we safely early out on ->SkipItems?
10233
void ImGui::BeginGroup()
10234
0
{
10235
0
    ImGuiContext& g = *GImGui;
10236
0
    ImGuiWindow* window = g.CurrentWindow;
10237
10238
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10239
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10240
0
    group_data.WindowID = window->ID;
10241
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10242
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10243
0
    group_data.BackupIndent = window->DC.Indent;
10244
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10245
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10246
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10247
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10248
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10249
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10250
0
    group_data.EmitItem = true;
10251
10252
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10253
0
    window->DC.Indent = window->DC.GroupOffset;
10254
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10255
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10256
0
    if (g.LogEnabled)
10257
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10258
0
}
10259
10260
void ImGui::EndGroup()
10261
0
{
10262
0
    ImGuiContext& g = *GImGui;
10263
0
    ImGuiWindow* window = g.CurrentWindow;
10264
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10265
10266
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10267
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10268
10269
0
    if (window->DC.IsSetPos)
10270
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10271
10272
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10273
10274
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10275
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10276
0
    window->DC.Indent = group_data.BackupIndent;
10277
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10278
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10279
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10280
0
    if (g.LogEnabled)
10281
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10282
10283
0
    if (!group_data.EmitItem)
10284
0
    {
10285
0
        g.GroupStack.pop_back();
10286
0
        return;
10287
0
    }
10288
10289
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10290
0
    ItemSize(group_bb.GetSize());
10291
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10292
10293
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10294
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10295
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10296
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10297
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10298
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10299
0
    if (group_contains_curr_active_id)
10300
0
        g.LastItemData.ID = g.ActiveId;
10301
0
    else if (group_contains_prev_active_id)
10302
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10303
0
    g.LastItemData.Rect = group_bb;
10304
10305
    // Forward Hovered flag
10306
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10307
0
    if (group_contains_curr_hovered_id)
10308
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10309
10310
    // Forward Edited flag
10311
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10312
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10313
10314
    // Forward Deactivated flag
10315
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10316
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10317
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10318
10319
0
    g.GroupStack.pop_back();
10320
    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10321
0
}
10322
10323
10324
//-----------------------------------------------------------------------------
10325
// [SECTION] SCROLLING
10326
//-----------------------------------------------------------------------------
10327
10328
// Helper to snap on edges when aiming at an item very close to the edge,
10329
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10330
// When we refactor the scrolling API this may be configurable with a flag?
10331
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10332
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10333
0
{
10334
0
    if (target <= snap_min + snap_threshold)
10335
0
        return ImLerp(snap_min, target, center_ratio);
10336
0
    if (target >= snap_max - snap_threshold)
10337
0
        return ImLerp(target, snap_max, center_ratio);
10338
0
    return target;
10339
0
}
10340
10341
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10342
22.7k
{
10343
22.7k
    ImVec2 scroll = window->Scroll;
10344
22.7k
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10345
68.2k
    for (int axis = 0; axis < 2; axis++)
10346
45.5k
    {
10347
45.5k
        if (window->ScrollTarget[axis] < FLT_MAX)
10348
3.78k
        {
10349
3.78k
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10350
3.78k
            float scroll_target = window->ScrollTarget[axis];
10351
3.78k
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10352
0
            {
10353
0
                float snap_min = 0.0f;
10354
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10355
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10356
0
            }
10357
3.78k
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10358
3.78k
        }
10359
45.5k
        scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f));
10360
45.5k
        if (!window->Collapsed && !window->SkipItems)
10361
44.6k
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10362
45.5k
    }
10363
22.7k
    return scroll;
10364
22.7k
}
10365
10366
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10367
0
{
10368
0
    ImGuiContext& g = *GImGui;
10369
0
    ImGuiWindow* window = g.CurrentWindow;
10370
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10371
0
}
10372
10373
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10374
0
{
10375
0
    ScrollToRectEx(window, item_rect, flags);
10376
0
}
10377
10378
// Scroll to keep newly navigated item fully into view
10379
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10380
0
{
10381
0
    ImGuiContext& g = *GImGui;
10382
0
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10383
0
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10384
0
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10385
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10386
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10387
10388
    // Check that only one behavior is selected per axis
10389
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10390
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10391
10392
    // Defaults
10393
0
    ImGuiScrollFlags in_flags = flags;
10394
0
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10395
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10396
0
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10397
0
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10398
10399
0
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10400
0
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10401
0
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10402
0
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10403
10404
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10405
0
    {
10406
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10407
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10408
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10409
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10410
0
    }
10411
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10412
0
    {
10413
0
        if (can_be_fully_visible_x)
10414
0
            SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10415
0
        else
10416
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10417
0
    }
10418
10419
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10420
0
    {
10421
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10422
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10423
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10424
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10425
0
    }
10426
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10427
0
    {
10428
0
        if (can_be_fully_visible_y)
10429
0
            SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10430
0
        else
10431
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10432
0
    }
10433
10434
0
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10435
0
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10436
10437
    // Also scroll parent window to keep us into view if necessary
10438
0
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10439
0
    {
10440
        // FIXME-SCROLL: May be an option?
10441
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10442
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10443
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10444
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10445
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10446
0
    }
10447
10448
0
    return delta_scroll;
10449
0
}
10450
10451
float ImGui::GetScrollX()
10452
9.64k
{
10453
9.64k
    ImGuiWindow* window = GImGui->CurrentWindow;
10454
9.64k
    return window->Scroll.x;
10455
9.64k
}
10456
10457
float ImGui::GetScrollY()
10458
9.64k
{
10459
9.64k
    ImGuiWindow* window = GImGui->CurrentWindow;
10460
9.64k
    return window->Scroll.y;
10461
9.64k
}
10462
10463
float ImGui::GetScrollMaxX()
10464
0
{
10465
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10466
0
    return window->ScrollMax.x;
10467
0
}
10468
10469
float ImGui::GetScrollMaxY()
10470
0
{
10471
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10472
0
    return window->ScrollMax.y;
10473
0
}
10474
10475
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10476
2.10k
{
10477
2.10k
    window->ScrollTarget.x = scroll_x;
10478
2.10k
    window->ScrollTargetCenterRatio.x = 0.0f;
10479
2.10k
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10480
2.10k
}
10481
10482
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10483
1.72k
{
10484
1.72k
    window->ScrollTarget.y = scroll_y;
10485
1.72k
    window->ScrollTargetCenterRatio.y = 0.0f;
10486
1.72k
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10487
1.72k
}
10488
10489
void ImGui::SetScrollX(float scroll_x)
10490
2.06k
{
10491
2.06k
    ImGuiContext& g = *GImGui;
10492
2.06k
    SetScrollX(g.CurrentWindow, scroll_x);
10493
2.06k
}
10494
10495
void ImGui::SetScrollY(float scroll_y)
10496
1.64k
{
10497
1.64k
    ImGuiContext& g = *GImGui;
10498
1.64k
    SetScrollY(g.CurrentWindow, scroll_y);
10499
1.64k
}
10500
10501
// Note that a local position will vary depending on initial scroll value,
10502
// This is a little bit confusing so bear with us:
10503
//  - local_pos = (absolution_pos - window->Pos)
10504
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10505
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10506
//  - They mostly exist because of legacy API.
10507
// Following the rules above, when trying to work with scrolling code, consider that:
10508
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10509
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10510
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10511
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10512
0
{
10513
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10514
0
    window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10515
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10516
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10517
0
}
10518
10519
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10520
0
{
10521
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10522
0
    window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10523
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10524
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10525
0
}
10526
10527
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10528
0
{
10529
0
    ImGuiContext& g = *GImGui;
10530
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10531
0
}
10532
10533
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10534
0
{
10535
0
    ImGuiContext& g = *GImGui;
10536
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10537
0
}
10538
10539
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10540
void ImGui::SetScrollHereX(float center_x_ratio)
10541
0
{
10542
0
    ImGuiContext& g = *GImGui;
10543
0
    ImGuiWindow* window = g.CurrentWindow;
10544
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
10545
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
10546
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
10547
10548
    // Tweak: snap on edges when aiming at an item very close to the edge
10549
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
10550
0
}
10551
10552
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
10553
void ImGui::SetScrollHereY(float center_y_ratio)
10554
0
{
10555
0
    ImGuiContext& g = *GImGui;
10556
0
    ImGuiWindow* window = g.CurrentWindow;
10557
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
10558
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
10559
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
10560
10561
    // Tweak: snap on edges when aiming at an item very close to the edge
10562
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
10563
0
}
10564
10565
//-----------------------------------------------------------------------------
10566
// [SECTION] TOOLTIPS
10567
//-----------------------------------------------------------------------------
10568
10569
bool ImGui::BeginTooltip()
10570
0
{
10571
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10572
0
}
10573
10574
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
10575
0
{
10576
0
    ImGuiContext& g = *GImGui;
10577
10578
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
10579
0
    {
10580
        // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
10581
        // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
10582
        // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.
10583
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
10584
0
        ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
10585
0
        SetNextWindowPos(tooltip_pos);
10586
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
10587
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
10588
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip;
10589
0
    }
10590
10591
0
    char window_name[16];
10592
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
10593
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip)
10594
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
10595
0
            if (window->Active)
10596
0
            {
10597
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
10598
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(window);
10599
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
10600
0
            }
10601
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
10602
0
    Begin(window_name, NULL, flags | extra_window_flags);
10603
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
10604
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
10605
    //if (!ret)
10606
    //    End();
10607
    //return ret;
10608
0
    return true;
10609
0
}
10610
10611
void ImGui::EndTooltip()
10612
0
{
10613
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
10614
0
    End();
10615
0
}
10616
10617
void ImGui::SetTooltipV(const char* fmt, va_list args)
10618
0
{
10619
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None))
10620
0
        return;
10621
0
    TextV(fmt, args);
10622
0
    EndTooltip();
10623
0
}
10624
10625
void ImGui::SetTooltip(const char* fmt, ...)
10626
0
{
10627
0
    va_list args;
10628
0
    va_start(args, fmt);
10629
0
    SetTooltipV(fmt, args);
10630
0
    va_end(args);
10631
0
}
10632
10633
//-----------------------------------------------------------------------------
10634
// [SECTION] POPUPS
10635
//-----------------------------------------------------------------------------
10636
10637
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
10638
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
10639
0
{
10640
0
    ImGuiContext& g = *GImGui;
10641
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
10642
0
    {
10643
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
10644
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
10645
0
        IM_ASSERT(id == 0);
10646
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10647
0
            return g.OpenPopupStack.Size > 0;
10648
0
        else
10649
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
10650
0
    }
10651
0
    else
10652
0
    {
10653
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10654
0
        {
10655
            // Return true if the popup is open anywhere in the popup stack
10656
0
            for (int n = 0; n < g.OpenPopupStack.Size; n++)
10657
0
                if (g.OpenPopupStack[n].PopupId == id)
10658
0
                    return true;
10659
0
            return false;
10660
0
        }
10661
0
        else
10662
0
        {
10663
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
10664
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
10665
0
        }
10666
0
    }
10667
0
}
10668
10669
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
10670
0
{
10671
0
    ImGuiContext& g = *GImGui;
10672
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
10673
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
10674
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
10675
0
    return IsPopupOpen(id, popup_flags);
10676
0
}
10677
10678
ImGuiWindow* ImGui::GetTopMostPopupModal()
10679
22.9k
{
10680
22.9k
    ImGuiContext& g = *GImGui;
10681
22.9k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10682
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10683
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
10684
0
                return popup;
10685
22.9k
    return NULL;
10686
22.9k
}
10687
10688
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
10689
7.58k
{
10690
7.58k
    ImGuiContext& g = *GImGui;
10691
7.58k
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10692
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10693
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
10694
0
                return popup;
10695
7.58k
    return NULL;
10696
7.58k
}
10697
10698
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
10699
0
{
10700
0
    ImGuiContext& g = *GImGui;
10701
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
10702
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
10703
0
    OpenPopupEx(id, popup_flags);
10704
0
}
10705
10706
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
10707
0
{
10708
0
    OpenPopupEx(id, popup_flags);
10709
0
}
10710
10711
// Mark popup as open (toggle toward open state).
10712
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
10713
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
10714
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
10715
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
10716
0
{
10717
0
    ImGuiContext& g = *GImGui;
10718
0
    ImGuiWindow* parent_window = g.CurrentWindow;
10719
0
    const int current_stack_size = g.BeginPopupStack.Size;
10720
10721
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
10722
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
10723
0
            return;
10724
10725
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
10726
0
    popup_ref.PopupId = id;
10727
0
    popup_ref.Window = NULL;
10728
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
10729
0
    popup_ref.OpenFrameCount = g.FrameCount;
10730
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
10731
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
10732
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
10733
10734
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
10735
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
10736
0
    {
10737
0
        g.OpenPopupStack.push_back(popup_ref);
10738
0
    }
10739
0
    else
10740
0
    {
10741
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
10742
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
10743
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
10744
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
10745
0
        {
10746
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
10747
0
        }
10748
0
        else
10749
0
        {
10750
            // Close child popups if any, then flag popup for open/reopen
10751
0
            ClosePopupToLevel(current_stack_size, false);
10752
0
            g.OpenPopupStack.push_back(popup_ref);
10753
0
        }
10754
10755
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
10756
        // This is equivalent to what ClosePopupToLevel() does.
10757
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
10758
        //    FocusWindow(parent_window);
10759
0
    }
10760
0
}
10761
10762
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
10763
// This function closes any popups that are over 'ref_window'.
10764
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
10765
2.31k
{
10766
2.31k
    ImGuiContext& g = *GImGui;
10767
2.31k
    if (g.OpenPopupStack.Size == 0)
10768
2.31k
        return;
10769
10770
    // Don't close our own child popup windows.
10771
0
    int popup_count_to_keep = 0;
10772
0
    if (ref_window)
10773
0
    {
10774
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
10775
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
10776
0
        {
10777
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
10778
0
            if (!popup.Window)
10779
0
                continue;
10780
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
10781
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
10782
0
                continue;
10783
10784
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
10785
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
10786
            //     Window -> Popup1 -> Popup2 -> Popup3
10787
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
10788
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
10789
0
            bool ref_window_is_descendent_of_popup = false;
10790
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
10791
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
10792
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
10793
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
10794
0
                    {
10795
0
                        ref_window_is_descendent_of_popup = true;
10796
0
                        break;
10797
0
                    }
10798
0
            if (!ref_window_is_descendent_of_popup)
10799
0
                break;
10800
0
        }
10801
0
    }
10802
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
10803
0
    {
10804
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
10805
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
10806
0
    }
10807
0
}
10808
10809
void ImGui::ClosePopupsExceptModals()
10810
0
{
10811
0
    ImGuiContext& g = *GImGui;
10812
10813
0
    int popup_count_to_keep;
10814
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
10815
0
    {
10816
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
10817
0
        if (!window || window->Flags & ImGuiWindowFlags_Modal)
10818
0
            break;
10819
0
    }
10820
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
10821
0
        ClosePopupToLevel(popup_count_to_keep, true);
10822
0
}
10823
10824
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
10825
0
{
10826
0
    ImGuiContext& g = *GImGui;
10827
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
10828
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
10829
10830
    // Trim open popup stack
10831
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
10832
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
10833
0
    g.OpenPopupStack.resize(remaining);
10834
10835
0
    if (restore_focus_to_window_under_popup)
10836
0
    {
10837
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
10838
0
        if (focus_window && !focus_window->WasActive && popup_window)
10839
0
        {
10840
            // Fallback
10841
0
            FocusTopMostWindowUnderOne(popup_window, NULL);
10842
0
        }
10843
0
        else
10844
0
        {
10845
0
            if (g.NavLayer == ImGuiNavLayer_Main && focus_window)
10846
0
                focus_window = NavRestoreLastChildNavWindow(focus_window);
10847
0
            FocusWindow(focus_window);
10848
0
        }
10849
0
    }
10850
0
}
10851
10852
// Close the popup we have begin-ed into.
10853
void ImGui::CloseCurrentPopup()
10854
0
{
10855
0
    ImGuiContext& g = *GImGui;
10856
0
    int popup_idx = g.BeginPopupStack.Size - 1;
10857
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
10858
0
        return;
10859
10860
    // Closing a menu closes its top-most parent popup (unless a modal)
10861
0
    while (popup_idx > 0)
10862
0
    {
10863
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
10864
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
10865
0
        bool close_parent = false;
10866
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
10867
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
10868
0
                close_parent = true;
10869
0
        if (!close_parent)
10870
0
            break;
10871
0
        popup_idx--;
10872
0
    }
10873
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
10874
0
    ClosePopupToLevel(popup_idx, true);
10875
10876
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
10877
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
10878
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
10879
0
    if (ImGuiWindow* window = g.NavWindow)
10880
0
        window->DC.NavHideHighlightOneFrame = true;
10881
0
}
10882
10883
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
10884
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
10885
0
{
10886
0
    ImGuiContext& g = *GImGui;
10887
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
10888
0
    {
10889
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
10890
0
        return false;
10891
0
    }
10892
10893
0
    char name[20];
10894
0
    if (flags & ImGuiWindowFlags_ChildMenu)
10895
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
10896
0
    else
10897
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
10898
10899
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
10900
0
    bool is_open = Begin(name, NULL, flags);
10901
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
10902
0
        EndPopup();
10903
10904
0
    return is_open;
10905
0
}
10906
10907
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
10908
0
{
10909
0
    ImGuiContext& g = *GImGui;
10910
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
10911
0
    {
10912
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
10913
0
        return false;
10914
0
    }
10915
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
10916
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
10917
0
    return BeginPopupEx(id, flags);
10918
0
}
10919
10920
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
10921
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
10922
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
10923
0
{
10924
0
    ImGuiContext& g = *GImGui;
10925
0
    ImGuiWindow* window = g.CurrentWindow;
10926
0
    const ImGuiID id = window->GetID(name);
10927
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
10928
0
    {
10929
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
10930
0
        return false;
10931
0
    }
10932
10933
    // Center modal windows by default for increased visibility
10934
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
10935
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
10936
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
10937
0
    {
10938
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
10939
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
10940
0
    }
10941
10942
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
10943
0
    const bool is_open = Begin(name, p_open, flags);
10944
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
10945
0
    {
10946
0
        EndPopup();
10947
0
        if (is_open)
10948
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
10949
0
        return false;
10950
0
    }
10951
0
    return is_open;
10952
0
}
10953
10954
void ImGui::EndPopup()
10955
0
{
10956
0
    ImGuiContext& g = *GImGui;
10957
0
    ImGuiWindow* window = g.CurrentWindow;
10958
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
10959
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
10960
10961
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
10962
0
    if (g.NavWindow == window)
10963
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
10964
10965
    // Child-popups don't need to be laid out
10966
0
    IM_ASSERT(g.WithinEndChild == false);
10967
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
10968
0
        g.WithinEndChild = true;
10969
0
    End();
10970
0
    g.WithinEndChild = false;
10971
0
}
10972
10973
// Helper to open a popup if mouse button is released over the item
10974
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
10975
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
10976
0
{
10977
0
    ImGuiContext& g = *GImGui;
10978
0
    ImGuiWindow* window = g.CurrentWindow;
10979
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
10980
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
10981
0
    {
10982
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
10983
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
10984
0
        OpenPopupEx(id, popup_flags);
10985
0
    }
10986
0
}
10987
10988
// This is a helper to handle the simplest case of associating one named popup to one given widget.
10989
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
10990
// - To create a popup with a specific identifier, pass it in str_id.
10991
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
10992
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
10993
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
10994
//   This is essentially the same as:
10995
//       id = str_id ? GetID(str_id) : GetItemID();
10996
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
10997
//       return BeginPopup(id);
10998
//   Which is essentially the same as:
10999
//       id = str_id ? GetID(str_id) : GetItemID();
11000
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11001
//           OpenPopup(id);
11002
//       return BeginPopup(id);
11003
//   The main difference being that this is tweaked to avoid computing the ID twice.
11004
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11005
0
{
11006
0
    ImGuiContext& g = *GImGui;
11007
0
    ImGuiWindow* window = g.CurrentWindow;
11008
0
    if (window->SkipItems)
11009
0
        return false;
11010
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11011
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11012
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11013
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11014
0
        OpenPopupEx(id, popup_flags);
11015
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11016
0
}
11017
11018
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11019
0
{
11020
0
    ImGuiContext& g = *GImGui;
11021
0
    ImGuiWindow* window = g.CurrentWindow;
11022
0
    if (!str_id)
11023
0
        str_id = "window_context";
11024
0
    ImGuiID id = window->GetID(str_id);
11025
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11026
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11027
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11028
0
            OpenPopupEx(id, popup_flags);
11029
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11030
0
}
11031
11032
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11033
0
{
11034
0
    ImGuiContext& g = *GImGui;
11035
0
    ImGuiWindow* window = g.CurrentWindow;
11036
0
    if (!str_id)
11037
0
        str_id = "void_context";
11038
0
    ImGuiID id = window->GetID(str_id);
11039
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11040
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11041
0
        if (GetTopMostPopupModal() == NULL)
11042
0
            OpenPopupEx(id, popup_flags);
11043
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11044
0
}
11045
11046
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11047
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11048
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11049
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11050
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11051
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11052
0
{
11053
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11054
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11055
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11056
11057
    // Combo Box policy (we want a connecting edge)
11058
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11059
0
    {
11060
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11061
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11062
0
        {
11063
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11064
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11065
0
                continue;
11066
0
            ImVec2 pos;
11067
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11068
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11069
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11070
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11071
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11072
0
                continue;
11073
0
            *last_dir = dir;
11074
0
            return pos;
11075
0
        }
11076
0
    }
11077
11078
    // Tooltip and Default popup policy
11079
    // (Always first try the direction we used on the last frame, if any)
11080
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11081
0
    {
11082
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11083
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11084
0
        {
11085
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11086
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11087
0
                continue;
11088
11089
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11090
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11091
11092
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11093
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11094
0
                continue;
11095
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11096
0
                continue;
11097
11098
0
            ImVec2 pos;
11099
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11100
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11101
11102
            // Clamp top-left corner of popup
11103
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11104
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11105
11106
0
            *last_dir = dir;
11107
0
            return pos;
11108
0
        }
11109
0
    }
11110
11111
    // Fallback when not enough room:
11112
0
    *last_dir = ImGuiDir_None;
11113
11114
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11115
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11116
0
        return ref_pos + ImVec2(2, 2);
11117
11118
    // Otherwise try to keep within display
11119
0
    ImVec2 pos = ref_pos;
11120
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11121
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11122
0
    return pos;
11123
0
}
11124
11125
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11126
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11127
0
{
11128
0
    ImGuiContext& g = *GImGui;
11129
0
    ImRect r_screen;
11130
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11131
0
    {
11132
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11133
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11134
0
        r_screen.Min = monitor.WorkPos;
11135
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11136
0
    }
11137
0
    else
11138
0
    {
11139
        // Use the full viewport area (not work area) for popups
11140
0
        r_screen = window->Viewport->GetMainRect();
11141
0
    }
11142
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11143
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11144
0
    return r_screen;
11145
0
}
11146
11147
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11148
0
{
11149
0
    ImGuiContext& g = *GImGui;
11150
11151
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11152
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11153
0
    {
11154
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11155
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11156
0
        ImGuiWindow* parent_window = window->ParentWindow;
11157
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11158
0
        ImRect r_avoid;
11159
0
        if (parent_window->DC.MenuBarAppending)
11160
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11161
0
        else
11162
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11163
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11164
0
    }
11165
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11166
0
    {
11167
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11168
0
    }
11169
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11170
0
    {
11171
        // Position tooltip (always follows mouse)
11172
0
        float sc = g.Style.MouseCursorScale;
11173
0
        ImVec2 ref_pos = NavCalcPreferredRefPos();
11174
0
        ImRect r_avoid;
11175
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11176
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11177
0
        else
11178
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11179
0
        return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11180
0
    }
11181
0
    IM_ASSERT(0);
11182
0
    return window->Pos;
11183
0
}
11184
11185
//-----------------------------------------------------------------------------
11186
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11187
//-----------------------------------------------------------------------------
11188
11189
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11190
// In our terminology those should be interchangeable, yet right now this is super confusing.
11191
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11192
11193
void ImGui::SetNavWindow(ImGuiWindow* window)
11194
2.21k
{
11195
2.21k
    ImGuiContext& g = *GImGui;
11196
2.21k
    if (g.NavWindow != window)
11197
2.21k
    {
11198
2.21k
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11199
2.21k
        g.NavWindow = window;
11200
2.21k
    }
11201
2.21k
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11202
2.21k
    NavUpdateAnyRequestFlag();
11203
2.21k
}
11204
11205
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11206
49
{
11207
49
    ImGuiContext& g = *GImGui;
11208
49
    IM_ASSERT(g.NavWindow != NULL);
11209
49
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11210
49
    g.NavId = id;
11211
49
    g.NavLayer = nav_layer;
11212
49
    g.NavFocusScopeId = focus_scope_id;
11213
49
    g.NavWindow->NavLastIds[nav_layer] = id;
11214
49
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11215
49
}
11216
11217
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11218
11
{
11219
11
    ImGuiContext& g = *GImGui;
11220
11
    IM_ASSERT(id != 0);
11221
11222
11
    if (g.NavWindow != window)
11223
11
       SetNavWindow(window);
11224
11225
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11226
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11227
11
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11228
11
    g.NavId = id;
11229
11
    g.NavLayer = nav_layer;
11230
11
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11231
11
    window->NavLastIds[nav_layer] = id;
11232
11
    if (g.LastItemData.ID == id)
11233
11
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11234
11235
11
    if (g.ActiveIdSource == ImGuiInputSource_Nav)
11236
0
        g.NavDisableMouseHover = true;
11237
11
    else
11238
11
        g.NavDisableHighlight = true;
11239
11
}
11240
11241
ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11242
1
{
11243
1
    if (ImFabs(dx) > ImFabs(dy))
11244
1
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11245
0
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11246
1
}
11247
11248
static float inline NavScoreItemDistInterval(float a0, float a1, float b0, float b1)
11249
2
{
11250
2
    if (a1 < b0)
11251
0
        return a1 - b0;
11252
2
    if (b1 < a0)
11253
0
        return a0 - b1;
11254
2
    return 0.0f;
11255
2
}
11256
11257
static void inline NavClampRectToVisibleAreaForMoveDir(ImGuiDir move_dir, ImRect& r, const ImRect& clip_rect)
11258
1
{
11259
1
    if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
11260
1
    {
11261
1
        r.Min.y = ImClamp(r.Min.y, clip_rect.Min.y, clip_rect.Max.y);
11262
1
        r.Max.y = ImClamp(r.Max.y, clip_rect.Min.y, clip_rect.Max.y);
11263
1
    }
11264
0
    else // FIXME: PageUp/PageDown are leaving move_dir == None
11265
0
    {
11266
0
        r.Min.x = ImClamp(r.Min.x, clip_rect.Min.x, clip_rect.Max.x);
11267
0
        r.Max.x = ImClamp(r.Max.x, clip_rect.Min.x, clip_rect.Max.x);
11268
0
    }
11269
1
}
11270
11271
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11272
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11273
8
{
11274
8
    ImGuiContext& g = *GImGui;
11275
8
    ImGuiWindow* window = g.CurrentWindow;
11276
8
    if (g.NavLayer != window->DC.NavLayerCurrent)
11277
7
        return false;
11278
11279
    // FIXME: Those are not good variables names
11280
1
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11281
1
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11282
1
    g.NavScoringDebugCount++;
11283
11284
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11285
1
    if (window->ParentWindow == g.NavWindow)
11286
0
    {
11287
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11288
0
        if (!window->ClipRect.Overlaps(cand))
11289
0
            return false;
11290
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11291
0
    }
11292
11293
    // We perform scoring on items bounding box clipped by the current clipping rectangle on the other axis (clipping on our movement axis would give us equal scores for all clipped items)
11294
    // For example, this ensures that items in one column are not reached when moving vertically from items in another column.
11295
1
    NavClampRectToVisibleAreaForMoveDir(g.NavMoveClipDir, cand, window->ClipRect);
11296
11297
    // Compute distance between boxes
11298
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11299
1
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11300
1
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11301
1
    if (dby != 0.0f && dbx != 0.0f)
11302
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11303
1
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11304
11305
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11306
1
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11307
1
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11308
1
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11309
11310
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11311
1
    ImGuiDir quadrant;
11312
1
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11313
1
    if (dbx != 0.0f || dby != 0.0f)
11314
0
    {
11315
        // For non-overlapping boxes, use distance between boxes
11316
0
        dax = dbx;
11317
0
        day = dby;
11318
0
        dist_axial = dist_box;
11319
0
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11320
0
    }
11321
1
    else if (dcx != 0.0f || dcy != 0.0f)
11322
1
    {
11323
        // For overlapping boxes with different centers, use distance between centers
11324
1
        dax = dcx;
11325
1
        day = dcy;
11326
1
        dist_axial = dist_center;
11327
1
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11328
1
    }
11329
0
    else
11330
0
    {
11331
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11332
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11333
0
    }
11334
11335
#if IMGUI_DEBUG_NAV_SCORING
11336
    char buf[128];
11337
    if (IsMouseHoveringRect(cand.Min, cand.Max))
11338
    {
11339
        ImFormatString(buf, IM_ARRAYSIZE(buf), "dbox (%.2f,%.2f->%.4f)\ndcen (%.2f,%.2f->%.4f)\nd (%.2f,%.2f->%.4f)\nnav %c, quadrant %c", dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "WENS"[g.NavMoveDir], "WENS"[quadrant]);
11340
        ImDrawList* draw_list = GetForegroundDrawList(window);
11341
        draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255,200,0,100));
11342
        draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255,255,0,200));
11343
        draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40,0,0,150));
11344
        draw_list->AddText(cand.Max, ~0U, buf);
11345
    }
11346
    else if (g.IO.KeyCtrl) // Hold to preview score in matching quadrant. Press C to rotate.
11347
    {
11348
        if (quadrant == g.NavMoveDir)
11349
        {
11350
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11351
            ImDrawList* draw_list = GetForegroundDrawList(window);
11352
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 200));
11353
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11354
        }
11355
    }
11356
#endif
11357
11358
    // Is it in the quadrant we're interested in moving to?
11359
1
    bool new_best = false;
11360
1
    const ImGuiDir move_dir = g.NavMoveDir;
11361
1
    if (quadrant == move_dir)
11362
0
    {
11363
        // Does it beat the current best candidate?
11364
0
        if (dist_box < result->DistBox)
11365
0
        {
11366
0
            result->DistBox = dist_box;
11367
0
            result->DistCenter = dist_center;
11368
0
            return true;
11369
0
        }
11370
0
        if (dist_box == result->DistBox)
11371
0
        {
11372
            // Try using distance between center points to break ties
11373
0
            if (dist_center < result->DistCenter)
11374
0
            {
11375
0
                result->DistCenter = dist_center;
11376
0
                new_best = true;
11377
0
            }
11378
0
            else if (dist_center == result->DistCenter)
11379
0
            {
11380
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11381
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11382
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11383
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11384
0
                    new_best = true;
11385
0
            }
11386
0
        }
11387
0
    }
11388
11389
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11390
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11391
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11392
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11393
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11394
1
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11395
1
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11396
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11397
0
            {
11398
0
                result->DistAxial = dist_axial;
11399
0
                new_best = true;
11400
0
            }
11401
11402
1
    return new_best;
11403
1
}
11404
11405
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11406
0
{
11407
0
    ImGuiContext& g = *GImGui;
11408
0
    ImGuiWindow* window = g.CurrentWindow;
11409
0
    result->Window = window;
11410
0
    result->ID = g.LastItemData.ID;
11411
0
    result->FocusScopeId = g.CurrentFocusScopeId;
11412
0
    result->InFlags = g.LastItemData.InFlags;
11413
0
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11414
0
}
11415
11416
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11417
// This is called after LastItemData is set.
11418
static void ImGui::NavProcessItem()
11419
346
{
11420
346
    ImGuiContext& g = *GImGui;
11421
346
    ImGuiWindow* window = g.CurrentWindow;
11422
346
    const ImGuiID id = g.LastItemData.ID;
11423
346
    const ImRect nav_bb = g.LastItemData.NavRect;
11424
346
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11425
11426
    // Process Init Request
11427
346
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11428
2
    {
11429
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11430
2
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11431
2
        if (candidate_for_nav_default_focus || g.NavInitResultId == 0)
11432
2
        {
11433
2
            g.NavInitResultId = id;
11434
2
            g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb);
11435
2
        }
11436
2
        if (candidate_for_nav_default_focus)
11437
2
        {
11438
2
            g.NavInitRequest = false; // Found a match, clear request
11439
2
            NavUpdateAnyRequestFlag();
11440
2
        }
11441
2
    }
11442
11443
    // Process Move Request (scoring for navigation)
11444
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11445
346
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
11446
13
    {
11447
13
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;
11448
13
        if (is_tabbing)
11449
0
        {
11450
0
            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
11451
0
        }
11452
13
        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
11453
8
        {
11454
8
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11455
8
            if (NavScoreItem(result))
11456
0
                NavApplyItemToResult(result);
11457
11458
            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11459
8
            const float VISIBLE_RATIO = 0.70f;
11460
8
            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11461
0
                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11462
0
                    if (NavScoreItem(&g.NavMoveResultLocalVisible))
11463
0
                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11464
8
        }
11465
13
    }
11466
11467
    // Update window-relative bounding box of navigated item
11468
346
    if (g.NavId == id)
11469
335
    {
11470
335
        if (g.NavWindow != window)
11471
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11472
335
        g.NavLayer = window->DC.NavLayerCurrent;
11473
335
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11474
335
        g.NavIdIsAlive = true;
11475
335
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb);    // Store item bounding box (relative to window position)
11476
335
    }
11477
346
}
11478
11479
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11480
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
11481
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
11482
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
11483
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
11484
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
11485
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
11486
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
11487
0
{
11488
0
    ImGuiContext& g = *GImGui;
11489
11490
0
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
11491
0
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
11492
0
            return;
11493
11494
    // - Can always land on an item when using API call.
11495
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
11496
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
11497
0
    bool can_stop;
11498
0
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
11499
0
        can_stop = true;
11500
0
    else
11501
0
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
11502
11503
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
11504
0
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
11505
0
    if (g.NavTabbingDir == +1)
11506
0
    {
11507
        // Tab Forward or SetKeyboardFocusHere() with >= 0
11508
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
11509
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11510
0
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
11511
0
            NavMoveRequestResolveWithLastItem(result);
11512
0
        else if (g.NavId == id)
11513
0
            g.NavTabbingCounter = 1;
11514
0
    }
11515
0
    else if (g.NavTabbingDir == -1)
11516
0
    {
11517
        // Tab Backward
11518
0
        if (g.NavId == id)
11519
0
        {
11520
0
            if (result->ID)
11521
0
            {
11522
0
                g.NavMoveScoringItems = false;
11523
0
                NavUpdateAnyRequestFlag();
11524
0
            }
11525
0
        }
11526
0
        else if (can_stop)
11527
0
        {
11528
            // Keep applying until reaching NavId
11529
0
            NavApplyItemToResult(result);
11530
0
        }
11531
0
    }
11532
0
    else if (g.NavTabbingDir == 0)
11533
0
    {
11534
0
        if (can_stop && g.NavId == id)
11535
0
            NavMoveRequestResolveWithLastItem(result);
11536
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
11537
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11538
0
    }
11539
0
}
11540
11541
bool ImGui::NavMoveRequestButNoResultYet()
11542
5.16k
{
11543
5.16k
    ImGuiContext& g = *GImGui;
11544
5.16k
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
11545
5.16k
}
11546
11547
// FIXME: ScoringRect is not set
11548
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11549
145
{
11550
145
    ImGuiContext& g = *GImGui;
11551
145
    IM_ASSERT(g.NavWindow != NULL);
11552
11553
145
    if (move_flags & ImGuiNavMoveFlags_Tabbing)
11554
49
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
11555
11556
145
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
11557
145
    g.NavMoveDir = move_dir;
11558
145
    g.NavMoveDirForDebug = move_dir;
11559
145
    g.NavMoveClipDir = clip_dir;
11560
145
    g.NavMoveFlags = move_flags;
11561
145
    g.NavMoveScrollFlags = scroll_flags;
11562
145
    g.NavMoveForwardToNextFrame = false;
11563
145
    g.NavMoveKeyMods = g.IO.KeyMods;
11564
145
    g.NavMoveResultLocal.Clear();
11565
145
    g.NavMoveResultLocalVisible.Clear();
11566
145
    g.NavMoveResultOther.Clear();
11567
145
    g.NavTabbingCounter = 0;
11568
145
    g.NavTabbingResultFirst.Clear();
11569
145
    NavUpdateAnyRequestFlag();
11570
145
}
11571
11572
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
11573
0
{
11574
0
    ImGuiContext& g = *GImGui;
11575
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
11576
0
    NavApplyItemToResult(result);
11577
0
    NavUpdateAnyRequestFlag();
11578
0
}
11579
11580
void ImGui::NavMoveRequestCancel()
11581
35
{
11582
35
    ImGuiContext& g = *GImGui;
11583
35
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11584
35
    NavUpdateAnyRequestFlag();
11585
35
}
11586
11587
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
11588
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11589
0
{
11590
0
    ImGuiContext& g = *GImGui;
11591
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
11592
0
    NavMoveRequestCancel();
11593
0
    g.NavMoveForwardToNextFrame = true;
11594
0
    g.NavMoveDir = move_dir;
11595
0
    g.NavMoveClipDir = clip_dir;
11596
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
11597
0
    g.NavMoveScrollFlags = scroll_flags;
11598
0
}
11599
11600
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
11601
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
11602
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
11603
0
{
11604
0
    ImGuiContext& g = *GImGui;
11605
0
    IM_ASSERT(wrap_flags != 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
11606
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it, NavEndFrame() will do the same test
11607
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
11608
0
        g.NavMoveFlags |= wrap_flags;
11609
0
}
11610
11611
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
11612
// This way we could find the last focused window among our children. It would be much less confusing this way?
11613
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
11614
4.11k
{
11615
4.11k
    ImGuiWindow* parent = nav_window;
11616
7.88k
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
11617
3.76k
        parent = parent->ParentWindow;
11618
4.11k
    if (parent && parent != nav_window)
11619
3.76k
        parent->NavLastChildNavWindow = nav_window;
11620
4.11k
}
11621
11622
// Restore the last focused child.
11623
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
11624
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
11625
0
{
11626
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
11627
0
        return window->NavLastChildNavWindow;
11628
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
11629
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
11630
0
            return tab->Window;
11631
0
    return window;
11632
0
}
11633
11634
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
11635
0
{
11636
0
    ImGuiContext& g = *GImGui;
11637
0
    if (layer == ImGuiNavLayer_Main)
11638
0
    {
11639
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
11640
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
11641
0
        if (prev_nav_window)
11642
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
11643
0
    }
11644
0
    ImGuiWindow* window = g.NavWindow;
11645
0
    if (window->NavLastIds[layer] != 0)
11646
0
    {
11647
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
11648
0
    }
11649
0
    else
11650
0
    {
11651
0
        g.NavLayer = layer;
11652
0
        NavInitWindow(window, true);
11653
0
    }
11654
0
}
11655
11656
void ImGui::NavRestoreHighlightAfterMove()
11657
51
{
11658
51
    ImGuiContext& g = *GImGui;
11659
51
    g.NavDisableHighlight = false;
11660
51
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
11661
51
}
11662
11663
static inline void ImGui::NavUpdateAnyRequestFlag()
11664
9.98k
{
11665
9.98k
    ImGuiContext& g = *GImGui;
11666
9.98k
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
11667
9.98k
    if (g.NavAnyRequest)
11668
9.98k
        IM_ASSERT(g.NavWindow != NULL);
11669
9.98k
}
11670
11671
// This needs to be called before we submit any widget (aka in or before Begin)
11672
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
11673
2
{
11674
    // FIXME: ChildWindow test here is wrong for docking
11675
2
    ImGuiContext& g = *GImGui;
11676
2
    IM_ASSERT(window == g.NavWindow);
11677
11678
2
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
11679
0
    {
11680
0
        g.NavId = 0;
11681
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11682
0
        return;
11683
0
    }
11684
11685
2
    bool init_for_nav = false;
11686
2
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
11687
2
        init_for_nav = true;
11688
2
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
11689
2
    if (init_for_nav)
11690
2
    {
11691
2
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
11692
2
        g.NavInitRequest = true;
11693
2
        g.NavInitRequestFromMove = false;
11694
2
        g.NavInitResultId = 0;
11695
2
        g.NavInitResultRectRel = ImRect();
11696
2
        NavUpdateAnyRequestFlag();
11697
2
    }
11698
0
    else
11699
0
    {
11700
0
        g.NavId = window->NavLastIds[0];
11701
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11702
0
    }
11703
2
}
11704
11705
static ImVec2 ImGui::NavCalcPreferredRefPos()
11706
0
{
11707
0
    ImGuiContext& g = *GImGui;
11708
0
    ImGuiWindow* window = g.NavWindow;
11709
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
11710
0
    {
11711
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
11712
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
11713
        // In theory we could move that +1.0f offset in OpenPopupEx()
11714
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
11715
0
        return ImVec2(p.x + 1.0f, p.y);
11716
0
    }
11717
0
    else
11718
0
    {
11719
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
11720
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
11721
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
11722
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
11723
0
        {
11724
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
11725
0
            rect_rel.Translate(window->Scroll - next_scroll);
11726
0
        }
11727
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
11728
0
        ImGuiViewport* viewport = window->Viewport;
11729
0
        return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
11730
0
    }
11731
0
}
11732
11733
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
11734
0
{
11735
0
    ImGuiContext& g = *GImGui;
11736
0
    float repeat_delay, repeat_rate;
11737
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
11738
11739
0
    ImGuiKey key_less, key_more;
11740
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
11741
0
    {
11742
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
11743
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
11744
0
    }
11745
0
    else
11746
0
    {
11747
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
11748
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
11749
0
    }
11750
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
11751
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
11752
0
        amount = 0.0f;
11753
0
    return amount;
11754
0
}
11755
11756
static void ImGui::NavUpdate()
11757
7.58k
{
11758
7.58k
    ImGuiContext& g = *GImGui;
11759
7.58k
    ImGuiIO& io = g.IO;
11760
11761
7.58k
    io.WantSetMousePos = false;
11762
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
11763
11764
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
11765
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
11766
7.58k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
11767
7.58k
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
11768
7.58k
    if (nav_gamepad_active)
11769
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
11770
0
            if (IsKeyDown(key))
11771
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
11772
7.58k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
11773
7.58k
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
11774
7.58k
    if (nav_keyboard_active)
11775
7.58k
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
11776
53.1k
            if (IsKeyDown(key))
11777
1.28k
                g.NavInputSource = ImGuiInputSource_Keyboard;
11778
11779
    // Process navigation init request (select first/default focus)
11780
7.58k
    if (g.NavInitResultId != 0)
11781
2
        NavInitRequestApplyResult();
11782
7.58k
    g.NavInitRequest = false;
11783
7.58k
    g.NavInitRequestFromMove = false;
11784
7.58k
    g.NavInitResultId = 0;
11785
7.58k
    g.NavJustMovedToId = 0;
11786
11787
    // Process navigation move request
11788
7.58k
    if (g.NavMoveSubmitted)
11789
121
        NavMoveRequestApplyResult();
11790
7.58k
    g.NavTabbingCounter = 0;
11791
7.58k
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11792
11793
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
11794
7.58k
    bool set_mouse_pos = false;
11795
7.58k
    if (g.NavMousePosDirty && g.NavIdIsAlive)
11796
42
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
11797
42
            set_mouse_pos = true;
11798
7.58k
    g.NavMousePosDirty = false;
11799
7.58k
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
11800
11801
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
11802
7.58k
    if (g.NavWindow)
11803
4.11k
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
11804
7.58k
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
11805
58
        g.NavWindow->NavLastChildNavWindow = NULL;
11806
11807
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
11808
7.58k
    NavUpdateWindowing();
11809
11810
    // Set output flags for user application
11811
7.58k
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
11812
7.58k
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
11813
11814
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
11815
7.58k
    NavUpdateCancelRequest();
11816
11817
    // Process manual activation request
11818
7.58k
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
11819
7.58k
    g.NavActivateFlags = ImGuiActivateFlags_None;
11820
7.58k
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
11821
236
    {
11822
236
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
11823
236
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
11824
236
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
11825
236
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
11826
236
        if (g.ActiveId == 0 && activate_pressed)
11827
0
        {
11828
0
            g.NavActivateId = g.NavId;
11829
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
11830
0
        }
11831
236
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
11832
0
        {
11833
0
            g.NavActivateId = g.NavId;
11834
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
11835
0
        }
11836
236
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
11837
0
            g.NavActivateDownId = g.NavId;
11838
236
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
11839
0
            g.NavActivatePressedId = g.NavId;
11840
236
    }
11841
7.58k
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
11842
0
        g.NavDisableHighlight = true;
11843
7.58k
    if (g.NavActivateId != 0)
11844
7.58k
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
11845
11846
    // Process programmatic activation request
11847
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
11848
7.58k
    if (g.NavNextActivateId != 0)
11849
0
    {
11850
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
11851
0
        g.NavActivateFlags = g.NavNextActivateFlags;
11852
0
    }
11853
7.58k
    g.NavNextActivateId = 0;
11854
11855
    // Process move requests
11856
7.58k
    NavUpdateCreateMoveRequest();
11857
7.58k
    if (g.NavMoveDir == ImGuiDir_None)
11858
7.49k
        NavUpdateCreateTabbingRequest();
11859
7.58k
    NavUpdateAnyRequestFlag();
11860
7.58k
    g.NavIdIsAlive = false;
11861
11862
    // Scrolling
11863
7.58k
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
11864
4.11k
    {
11865
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
11866
4.11k
        ImGuiWindow* window = g.NavWindow;
11867
4.11k
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
11868
4.11k
        const ImGuiDir move_dir = g.NavMoveDir;
11869
4.11k
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll && move_dir != ImGuiDir_None)
11870
66
        {
11871
66
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
11872
34
                SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
11873
66
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
11874
32
                SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
11875
66
        }
11876
11877
        // *Normal* Manual scroll with LStick
11878
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
11879
4.11k
        if (nav_gamepad_active)
11880
0
        {
11881
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
11882
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
11883
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
11884
0
                SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
11885
0
            if (scroll_dir.y != 0.0f)
11886
0
                SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
11887
0
        }
11888
4.11k
    }
11889
11890
    // Always prioritize mouse highlight if navigation is disabled
11891
7.58k
    if (!nav_keyboard_active && !nav_gamepad_active)
11892
0
    {
11893
0
        g.NavDisableHighlight = true;
11894
0
        g.NavDisableMouseHover = set_mouse_pos = false;
11895
0
    }
11896
11897
    // Update mouse position if requested
11898
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
11899
7.58k
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
11900
0
    {
11901
0
        io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
11902
0
        io.WantSetMousePos = true;
11903
        //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
11904
0
    }
11905
11906
    // [DEBUG]
11907
7.58k
    g.NavScoringDebugCount = 0;
11908
#if IMGUI_DEBUG_NAV_RECTS
11909
    if (g.NavWindow)
11910
    {
11911
        ImDrawList* draw_list = GetForegroundDrawList(g.NavWindow);
11912
        if (1) { for (int layer = 0; layer < 2; layer++) { ImRect r = WindowRectRelToAbs(g.NavWindow, g.NavWindow->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255,200,0,255)); } } // [DEBUG]
11913
        if (1) { ImU32 col = (!g.NavWindow->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
11914
    }
11915
#endif
11916
7.58k
}
11917
11918
void ImGui::NavInitRequestApplyResult()
11919
2
{
11920
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
11921
2
    ImGuiContext& g = *GImGui;
11922
2
    if (!g.NavWindow)
11923
1
        return;
11924
11925
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
11926
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
11927
1
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
11928
1
    SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
11929
1
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
11930
1
    if (g.NavInitRequestFromMove)
11931
1
        NavRestoreHighlightAfterMove();
11932
1
}
11933
11934
void ImGui::NavUpdateCreateMoveRequest()
11935
7.58k
{
11936
7.58k
    ImGuiContext& g = *GImGui;
11937
7.58k
    ImGuiIO& io = g.IO;
11938
7.58k
    ImGuiWindow* window = g.NavWindow;
11939
7.58k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
11940
7.58k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
11941
11942
7.58k
    if (g.NavMoveForwardToNextFrame && window != NULL)
11943
0
    {
11944
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
11945
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
11946
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
11947
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
11948
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
11949
0
    }
11950
7.58k
    else
11951
7.58k
    {
11952
        // Initiate directional inputs request
11953
7.58k
        g.NavMoveDir = ImGuiDir_None;
11954
7.58k
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
11955
7.58k
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
11956
7.58k
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
11957
4.11k
        {
11958
4.11k
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
11959
4.11k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
11960
4.11k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
11961
4.11k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
11962
4.11k
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
11963
4.11k
        }
11964
7.58k
        g.NavMoveClipDir = g.NavMoveDir;
11965
7.58k
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
11966
7.58k
    }
11967
11968
    // Update PageUp/PageDown/Home/End scroll
11969
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
11970
7.58k
    float scoring_rect_offset_y = 0.0f;
11971
7.58k
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
11972
4.01k
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
11973
7.58k
    if (scoring_rect_offset_y != 0.0f)
11974
0
    {
11975
0
        g.NavScoringNoClipRect = window->InnerRect;
11976
0
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
11977
0
    }
11978
11979
    // [DEBUG] Always send a request
11980
#if IMGUI_DEBUG_NAV_SCORING
11981
    if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
11982
        g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
11983
    if (io.KeyCtrl && g.NavMoveDir == ImGuiDir_None)
11984
    {
11985
        g.NavMoveDir = g.NavMoveDirForDebug;
11986
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
11987
    }
11988
#endif
11989
11990
    // Submit
11991
7.58k
    g.NavMoveForwardToNextFrame = false;
11992
7.58k
    if (g.NavMoveDir != ImGuiDir_None)
11993
96
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
11994
11995
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
11996
7.58k
    if (g.NavMoveSubmitted && g.NavId == 0)
11997
90
    {
11998
90
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
11999
90
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12000
90
        g.NavInitResultId = 0;
12001
90
        g.NavDisableHighlight = false;
12002
90
    }
12003
12004
    // When using gamepad, we project the reference nav bounding box into window visible area.
12005
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12006
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12007
7.58k
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12008
0
    {
12009
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12010
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12011
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12012
12013
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12014
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12015
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12016
12017
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12018
0
        {
12019
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12020
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12021
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12022
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12023
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12024
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12025
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12026
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12027
0
            g.NavId = 0;
12028
0
        }
12029
0
    }
12030
12031
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12032
7.58k
    ImRect scoring_rect;
12033
7.58k
    if (window != NULL)
12034
4.11k
    {
12035
4.11k
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12036
4.11k
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12037
4.11k
        scoring_rect.TranslateY(scoring_rect_offset_y);
12038
4.11k
        scoring_rect.Min.x = ImMin(scoring_rect.Min.x + 1.0f, scoring_rect.Max.x);
12039
4.11k
        scoring_rect.Max.x = scoring_rect.Min.x;
12040
4.11k
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12041
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12042
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12043
4.11k
    }
12044
7.58k
    g.NavScoringRect = scoring_rect;
12045
7.58k
    g.NavScoringNoClipRect.Add(scoring_rect);
12046
7.58k
}
12047
12048
void ImGui::NavUpdateCreateTabbingRequest()
12049
7.49k
{
12050
7.49k
    ImGuiContext& g = *GImGui;
12051
7.49k
    ImGuiWindow* window = g.NavWindow;
12052
7.49k
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12053
7.49k
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12054
3.47k
        return;
12055
12056
4.01k
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12057
4.01k
    if (!tab_pressed)
12058
3.96k
        return;
12059
12060
    // Initiate tabbing request
12061
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12062
    // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.
12063
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12064
49
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12065
49
    if (nav_keyboard_active)
12066
49
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12067
0
    else
12068
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12069
49
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12070
49
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12071
49
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12072
49
    g.NavTabbingCounter = -1;
12073
49
}
12074
12075
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12076
void ImGui::NavMoveRequestApplyResult()
12077
121
{
12078
121
    ImGuiContext& g = *GImGui;
12079
#if IMGUI_DEBUG_NAV_SCORING
12080
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12081
        return;
12082
#endif
12083
12084
    // Select which result to use
12085
121
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12086
12087
    // Tabbing forward wrap
12088
121
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && result == NULL)
12089
42
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12090
0
            result = &g.NavTabbingResultFirst;
12091
12092
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12093
121
    if (result == NULL)
12094
121
    {
12095
121
        if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
12096
42
            g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
12097
121
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
12098
4
            NavRestoreHighlightAfterMove();
12099
121
        return;
12100
121
    }
12101
12102
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12103
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12104
0
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12105
0
            result = &g.NavMoveResultLocalVisible;
12106
12107
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12108
0
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12109
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12110
0
            result = &g.NavMoveResultOther;
12111
0
    IM_ASSERT(g.NavWindow && result->Window);
12112
12113
    // Scroll to keep newly navigated item fully into view.
12114
0
    if (g.NavLayer == ImGuiNavLayer_Main)
12115
0
    {
12116
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12117
0
        {
12118
            // FIXME: Should remove this
12119
0
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12120
0
            SetScrollY(result->Window, scroll_target);
12121
0
        }
12122
0
        else
12123
0
        {
12124
0
            ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12125
0
            ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12126
0
        }
12127
0
    }
12128
12129
0
    if (g.NavWindow != result->Window)
12130
0
    {
12131
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12132
0
        g.NavWindow = result->Window;
12133
0
    }
12134
0
    if (g.ActiveId != result->ID)
12135
0
        ClearActiveID();
12136
0
    if (g.NavId != result->ID)
12137
0
    {
12138
        // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12139
0
        g.NavJustMovedToId = result->ID;
12140
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12141
0
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12142
0
    }
12143
12144
    // Focus
12145
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12146
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12147
12148
    // Tabbing: Activates Inputable or Focus non-Inputable
12149
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable))
12150
0
    {
12151
0
        g.NavNextActivateId = result->ID;
12152
0
        g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
12153
0
        g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
12154
0
    }
12155
12156
    // Activate
12157
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12158
0
    {
12159
0
        g.NavNextActivateId = result->ID;
12160
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12161
0
    }
12162
12163
    // Enable nav highlight
12164
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
12165
0
        NavRestoreHighlightAfterMove();
12166
0
}
12167
12168
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12169
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12170
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12171
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12172
static void ImGui::NavUpdateCancelRequest()
12173
7.58k
{
12174
7.58k
    ImGuiContext& g = *GImGui;
12175
7.58k
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12176
7.58k
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12177
7.58k
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12178
7.50k
        return;
12179
12180
78
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12181
78
    if (g.ActiveId != 0)
12182
0
    {
12183
0
        ClearActiveID();
12184
0
    }
12185
78
    else if (g.NavLayer != ImGuiNavLayer_Main)
12186
0
    {
12187
        // Leave the "menu" layer
12188
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12189
0
        NavRestoreHighlightAfterMove();
12190
0
    }
12191
78
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12192
46
    {
12193
        // Exit child window
12194
46
        ImGuiWindow* child_window = g.NavWindow;
12195
46
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12196
46
        IM_ASSERT(child_window->ChildId != 0);
12197
46
        ImRect child_rect = child_window->Rect();
12198
46
        FocusWindow(parent_window);
12199
46
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12200
46
        NavRestoreHighlightAfterMove();
12201
46
    }
12202
32
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12203
0
    {
12204
        // Close open popup/menu
12205
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12206
0
    }
12207
32
    else
12208
32
    {
12209
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12210
32
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12211
10
            g.NavWindow->NavLastIds[0] = 0;
12212
32
        g.NavId = 0;
12213
32
    }
12214
78
}
12215
12216
// Handle PageUp/PageDown/Home/End keys
12217
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12218
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12219
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12220
static float ImGui::NavUpdatePageUpPageDown()
12221
4.01k
{
12222
4.01k
    ImGuiContext& g = *GImGui;
12223
4.01k
    ImGuiWindow* window = g.NavWindow;
12224
4.01k
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12225
0
        return 0.0f;
12226
12227
4.01k
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12228
4.01k
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12229
4.01k
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12230
4.01k
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12231
4.01k
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12232
3.68k
        return 0.0f;
12233
12234
334
    if (g.NavLayer != ImGuiNavLayer_Main)
12235
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12236
12237
334
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavHasScroll)
12238
311
    {
12239
        // Fallback manual-scroll when window has no navigable item
12240
311
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12241
1
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12242
310
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12243
39
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12244
271
        else if (home_pressed)
12245
1
            SetScrollY(window, 0.0f);
12246
270
        else if (end_pressed)
12247
5
            SetScrollY(window, window->ScrollMax.y);
12248
311
    }
12249
23
    else
12250
23
    {
12251
23
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12252
23
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12253
23
        float nav_scoring_rect_offset_y = 0.0f;
12254
23
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12255
0
        {
12256
0
            nav_scoring_rect_offset_y = -page_offset_y;
12257
0
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12258
0
            g.NavMoveClipDir = ImGuiDir_Up;
12259
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12260
0
        }
12261
23
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12262
0
        {
12263
0
            nav_scoring_rect_offset_y = +page_offset_y;
12264
0
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12265
0
            g.NavMoveClipDir = ImGuiDir_Down;
12266
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12267
0
        }
12268
23
        else if (home_pressed)
12269
0
        {
12270
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12271
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12272
            // Preserve current horizontal position if we have any.
12273
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12274
0
            if (nav_rect_rel.IsInverted())
12275
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12276
0
            g.NavMoveDir = ImGuiDir_Down;
12277
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12278
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12279
0
        }
12280
23
        else if (end_pressed)
12281
0
        {
12282
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12283
0
            if (nav_rect_rel.IsInverted())
12284
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12285
0
            g.NavMoveDir = ImGuiDir_Up;
12286
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12287
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12288
0
        }
12289
23
        return nav_scoring_rect_offset_y;
12290
23
    }
12291
311
    return 0.0f;
12292
334
}
12293
12294
static void ImGui::NavEndFrame()
12295
7.58k
{
12296
7.58k
    ImGuiContext& g = *GImGui;
12297
12298
    // Show CTRL+TAB list window
12299
7.58k
    if (g.NavWindowingTarget != NULL)
12300
0
        NavUpdateWindowingOverlay();
12301
12302
    // Perform wrap-around in menus
12303
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12304
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12305
7.58k
    const ImGuiNavMoveFlags wanted_flags = ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY;
12306
7.58k
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & wanted_flags) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12307
0
        NavUpdateCreateWrappingRequest();
12308
7.58k
}
12309
12310
static void ImGui::NavUpdateCreateWrappingRequest()
12311
0
{
12312
0
    ImGuiContext& g = *GImGui;
12313
0
    ImGuiWindow* window = g.NavWindow;
12314
12315
0
    bool do_forward = false;
12316
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12317
0
    ImGuiDir clip_dir = g.NavMoveDir;
12318
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12319
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12320
0
    {
12321
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12322
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12323
0
        {
12324
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12325
0
            clip_dir = ImGuiDir_Up;
12326
0
        }
12327
0
        do_forward = true;
12328
0
    }
12329
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12330
0
    {
12331
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12332
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12333
0
        {
12334
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12335
0
            clip_dir = ImGuiDir_Down;
12336
0
        }
12337
0
        do_forward = true;
12338
0
    }
12339
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12340
0
    {
12341
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12342
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12343
0
        {
12344
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12345
0
            clip_dir = ImGuiDir_Left;
12346
0
        }
12347
0
        do_forward = true;
12348
0
    }
12349
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12350
0
    {
12351
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12352
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12353
0
        {
12354
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12355
0
            clip_dir = ImGuiDir_Right;
12356
0
        }
12357
0
        do_forward = true;
12358
0
    }
12359
0
    if (!do_forward)
12360
0
        return;
12361
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12362
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12363
0
}
12364
12365
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12366
0
{
12367
0
    ImGuiContext& g = *GImGui;
12368
0
    IM_UNUSED(g);
12369
0
    int order = window->FocusOrder;
12370
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12371
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12372
0
    return order;
12373
0
}
12374
12375
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12376
0
{
12377
0
    ImGuiContext& g = *GImGui;
12378
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12379
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12380
0
            return g.WindowsFocusOrder[i];
12381
0
    return NULL;
12382
0
}
12383
12384
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12385
0
{
12386
0
    ImGuiContext& g = *GImGui;
12387
0
    IM_ASSERT(g.NavWindowingTarget);
12388
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12389
0
        return;
12390
12391
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12392
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12393
0
    if (!window_target)
12394
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12395
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12396
0
    {
12397
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12398
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12399
0
    }
12400
0
    g.NavWindowingToggleLayer = false;
12401
0
}
12402
12403
// Windowing management mode
12404
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12405
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12406
static void ImGui::NavUpdateWindowing()
12407
7.58k
{
12408
7.58k
    ImGuiContext& g = *GImGui;
12409
7.58k
    ImGuiIO& io = g.IO;
12410
12411
7.58k
    ImGuiWindow* apply_focus_window = NULL;
12412
7.58k
    bool apply_toggle_layer = false;
12413
12414
7.58k
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12415
7.58k
    bool allow_windowing = (modal_window == NULL);
12416
7.58k
    if (!allow_windowing)
12417
0
        g.NavWindowingTarget = NULL;
12418
12419
    // Fade out
12420
7.58k
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
12421
0
    {
12422
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
12423
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
12424
0
            g.NavWindowingTargetAnim = NULL;
12425
0
    }
12426
12427
    // Start CTRL+Tab or Square+L/R window selection
12428
7.58k
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12429
7.58k
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12430
7.58k
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12431
7.58k
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12432
7.58k
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
12433
7.58k
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
12434
7.58k
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
12435
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
12436
0
        {
12437
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
12438
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
12439
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12440
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
12441
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
12442
0
        }
12443
12444
    // Gamepad update
12445
7.58k
    g.NavWindowingTimer += io.DeltaTime;
12446
7.58k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
12447
0
    {
12448
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
12449
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
12450
12451
        // Select window to focus
12452
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
12453
0
        if (focus_change_dir != 0)
12454
0
        {
12455
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
12456
0
            g.NavWindowingHighlightAlpha = 1.0f;
12457
0
        }
12458
12459
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
12460
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
12461
0
        {
12462
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
12463
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
12464
0
                apply_toggle_layer = true;
12465
0
            else if (!g.NavWindowingToggleLayer)
12466
0
                apply_focus_window = g.NavWindowingTarget;
12467
0
            g.NavWindowingTarget = NULL;
12468
0
        }
12469
0
    }
12470
12471
    // Keyboard: Focus
12472
7.58k
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
12473
0
    {
12474
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
12475
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
12476
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
12477
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
12478
0
        if (keyboard_next_window || keyboard_prev_window)
12479
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
12480
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
12481
0
            apply_focus_window = g.NavWindowingTarget;
12482
0
    }
12483
12484
    // Keyboard: Press and Release ALT to toggle menu layer
12485
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
12486
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
12487
7.58k
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
12488
0
    {
12489
0
        g.NavWindowingToggleLayer = true;
12490
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
12491
0
    }
12492
7.58k
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
12493
0
    {
12494
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
12495
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
12496
        // We cancel toggling nav layer if an owner has claimed the key.
12497
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
12498
0
            g.NavWindowingToggleLayer = false;
12499
12500
        // Apply layer toggle on release
12501
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
12502
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
12503
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
12504
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
12505
0
                    apply_toggle_layer = true;
12506
0
        if (!IsKeyDown(ImGuiMod_Alt))
12507
0
            g.NavWindowingToggleLayer = false;
12508
0
    }
12509
12510
    // Move window
12511
7.58k
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
12512
0
    {
12513
0
        ImVec2 nav_move_dir;
12514
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
12515
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
12516
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
12517
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12518
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
12519
0
        {
12520
0
            const float NAV_MOVE_SPEED = 800.0f;
12521
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
12522
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
12523
0
            g.NavDisableMouseHover = true;
12524
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos);
12525
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
12526
0
            {
12527
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
12528
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
12529
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
12530
0
            }
12531
0
        }
12532
0
    }
12533
12534
    // Apply final focus
12535
7.58k
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
12536
0
    {
12537
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
12538
0
        ClearActiveID();
12539
0
        NavRestoreHighlightAfterMove();
12540
0
        apply_focus_window = NavRestoreLastChildNavWindow(apply_focus_window);
12541
0
        ClosePopupsOverWindow(apply_focus_window, false);
12542
0
        FocusWindow(apply_focus_window);
12543
0
        if (apply_focus_window->NavLastIds[0] == 0)
12544
0
            NavInitWindow(apply_focus_window, false);
12545
12546
        // If the window has ONLY a menu layer (no main layer), select it directly
12547
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
12548
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
12549
        // the target window as already been previewed once.
12550
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
12551
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
12552
        // won't be valid.
12553
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
12554
0
            g.NavLayer = ImGuiNavLayer_Menu;
12555
12556
        // Request OS level focus
12557
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
12558
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
12559
0
    }
12560
7.58k
    if (apply_focus_window)
12561
0
        g.NavWindowingTarget = NULL;
12562
12563
    // Apply menu/layer toggle
12564
7.58k
    if (apply_toggle_layer && g.NavWindow)
12565
0
    {
12566
0
        ClearActiveID();
12567
12568
        // Move to parent menu if necessary
12569
0
        ImGuiWindow* new_nav_window = g.NavWindow;
12570
0
        while (new_nav_window->ParentWindow
12571
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
12572
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
12573
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12574
0
            new_nav_window = new_nav_window->ParentWindow;
12575
0
        if (new_nav_window != g.NavWindow)
12576
0
        {
12577
0
            ImGuiWindow* old_nav_window = g.NavWindow;
12578
0
            FocusWindow(new_nav_window);
12579
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
12580
0
        }
12581
12582
        // Toggle layer
12583
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
12584
0
        if (new_nav_layer != g.NavLayer)
12585
0
        {
12586
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
12587
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
12588
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
12589
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
12590
0
            NavRestoreLayer(new_nav_layer);
12591
0
            NavRestoreHighlightAfterMove();
12592
0
        }
12593
0
    }
12594
7.58k
}
12595
12596
// Window has already passed the IsWindowNavFocusable()
12597
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
12598
0
{
12599
0
    if (window->Flags & ImGuiWindowFlags_Popup)
12600
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
12601
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
12602
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
12603
0
    if (window->DockNodeAsHost)
12604
0
        return "(Dock node)"; // Not normally shown to user.
12605
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
12606
0
}
12607
12608
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
12609
void ImGui::NavUpdateWindowingOverlay()
12610
0
{
12611
0
    ImGuiContext& g = *GImGui;
12612
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
12613
12614
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
12615
0
        return;
12616
12617
0
    if (g.NavWindowingListWindow == NULL)
12618
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
12619
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
12620
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
12621
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
12622
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
12623
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
12624
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
12625
0
    {
12626
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
12627
0
        IM_ASSERT(window != NULL); // Fix static analyzers
12628
0
        if (!IsWindowNavFocusable(window))
12629
0
            continue;
12630
0
        const char* label = window->Name;
12631
0
        if (label == FindRenderedTextEnd(label))
12632
0
            label = GetFallbackWindowNameForWindowingList(window);
12633
0
        Selectable(label, g.NavWindowingTarget == window);
12634
0
    }
12635
0
    End();
12636
0
    PopStyleVar();
12637
0
}
12638
12639
12640
//-----------------------------------------------------------------------------
12641
// [SECTION] DRAG AND DROP
12642
//-----------------------------------------------------------------------------
12643
12644
bool ImGui::IsDragDropActive()
12645
0
{
12646
0
    ImGuiContext& g = *GImGui;
12647
0
    return g.DragDropActive;
12648
0
}
12649
12650
void ImGui::ClearDragDrop()
12651
4
{
12652
4
    ImGuiContext& g = *GImGui;
12653
4
    g.DragDropActive = false;
12654
4
    g.DragDropPayload.Clear();
12655
4
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
12656
4
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
12657
4
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
12658
4
    g.DragDropAcceptFrameCount = -1;
12659
12660
4
    g.DragDropPayloadBufHeap.clear();
12661
4
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
12662
4
}
12663
12664
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
12665
// If the item has an identifier:
12666
// - This assume/require the item to be activated (typically via ButtonBehavior).
12667
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
12668
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
12669
// If the item has no identifier:
12670
// - Currently always assume left mouse button.
12671
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
12672
5
{
12673
5
    ImGuiContext& g = *GImGui;
12674
5
    ImGuiWindow* window = g.CurrentWindow;
12675
12676
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
12677
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
12678
5
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
12679
12680
5
    bool source_drag_active = false;
12681
5
    ImGuiID source_id = 0;
12682
5
    ImGuiID source_parent_id = 0;
12683
5
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
12684
5
    {
12685
5
        source_id = g.LastItemData.ID;
12686
5
        if (source_id != 0)
12687
5
        {
12688
            // Common path: items with ID
12689
5
            if (g.ActiveId != source_id)
12690
0
                return false;
12691
5
            if (g.ActiveIdMouseButton != -1)
12692
0
                mouse_button = g.ActiveIdMouseButton;
12693
5
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12694
0
                return false;
12695
5
            g.ActiveIdAllowOverlap = false;
12696
5
        }
12697
0
        else
12698
0
        {
12699
            // Uncommon path: items without ID
12700
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12701
0
                return false;
12702
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
12703
0
                return false;
12704
12705
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
12706
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
12707
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
12708
0
            {
12709
0
                IM_ASSERT(0);
12710
0
                return false;
12711
0
            }
12712
12713
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
12714
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
12715
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
12716
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
12717
            // Rely on keeping other window->LastItemXXX fields intact.
12718
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
12719
0
            KeepAliveID(source_id);
12720
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id);
12721
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
12722
0
            {
12723
0
                SetActiveID(source_id, window);
12724
0
                FocusWindow(window);
12725
0
            }
12726
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
12727
0
                g.ActiveIdAllowOverlap = is_hovered;
12728
0
        }
12729
5
        if (g.ActiveId != source_id)
12730
0
            return false;
12731
5
        source_parent_id = window->IDStack.back();
12732
5
        source_drag_active = IsMouseDragging(mouse_button);
12733
12734
        // Disable navigation and key inputs while dragging + cancel existing request if any
12735
5
        SetActiveIdUsingAllKeyboardKeys();
12736
5
    }
12737
0
    else
12738
0
    {
12739
0
        window = NULL;
12740
0
        source_id = ImHashStr("#SourceExtern");
12741
0
        source_drag_active = true;
12742
0
    }
12743
12744
5
    if (source_drag_active)
12745
5
    {
12746
5
        if (!g.DragDropActive)
12747
2
        {
12748
2
            IM_ASSERT(source_id != 0);
12749
2
            ClearDragDrop();
12750
2
            ImGuiPayload& payload = g.DragDropPayload;
12751
2
            payload.SourceId = source_id;
12752
2
            payload.SourceParentId = source_parent_id;
12753
2
            g.DragDropActive = true;
12754
2
            g.DragDropSourceFlags = flags;
12755
2
            g.DragDropMouseButton = mouse_button;
12756
2
            if (payload.SourceId == g.ActiveId)
12757
2
                g.ActiveIdNoClearOnFocusLoss = true;
12758
2
        }
12759
5
        g.DragDropSourceFrameCount = g.FrameCount;
12760
5
        g.DragDropWithinSource = true;
12761
12762
5
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
12763
0
        {
12764
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
12765
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
12766
0
            bool ret = BeginTooltip();
12767
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
12768
0
            IM_UNUSED(ret);
12769
12770
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
12771
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
12772
0
        }
12773
12774
5
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
12775
5
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
12776
12777
5
        return true;
12778
5
    }
12779
0
    return false;
12780
5
}
12781
12782
void ImGui::EndDragDropSource()
12783
5
{
12784
5
    ImGuiContext& g = *GImGui;
12785
5
    IM_ASSERT(g.DragDropActive);
12786
5
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
12787
12788
5
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
12789
0
        EndTooltip();
12790
12791
    // Discard the drag if have not called SetDragDropPayload()
12792
5
    if (g.DragDropPayload.DataFrameCount == -1)
12793
0
        ClearDragDrop();
12794
5
    g.DragDropWithinSource = false;
12795
5
}
12796
12797
// Use 'cond' to choose to submit payload on drag start or every frame
12798
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
12799
5
{
12800
5
    ImGuiContext& g = *GImGui;
12801
5
    ImGuiPayload& payload = g.DragDropPayload;
12802
5
    if (cond == 0)
12803
5
        cond = ImGuiCond_Always;
12804
12805
5
    IM_ASSERT(type != NULL);
12806
5
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
12807
5
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
12808
5
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
12809
5
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
12810
12811
5
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
12812
5
    {
12813
        // Copy payload
12814
5
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
12815
5
        g.DragDropPayloadBufHeap.resize(0);
12816
5
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
12817
0
        {
12818
            // Store in heap
12819
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
12820
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
12821
0
            memcpy(payload.Data, data, data_size);
12822
0
        }
12823
5
        else if (data_size > 0)
12824
5
        {
12825
            // Store locally
12826
5
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
12827
5
            payload.Data = g.DragDropPayloadBufLocal;
12828
5
            memcpy(payload.Data, data, data_size);
12829
5
        }
12830
0
        else
12831
0
        {
12832
0
            payload.Data = NULL;
12833
0
        }
12834
5
        payload.DataSize = (int)data_size;
12835
5
    }
12836
5
    payload.DataFrameCount = g.FrameCount;
12837
12838
    // Return whether the payload has been accepted
12839
5
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
12840
5
}
12841
12842
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
12843
11
{
12844
11
    ImGuiContext& g = *GImGui;
12845
11
    if (!g.DragDropActive)
12846
0
        return false;
12847
12848
11
    ImGuiWindow* window = g.CurrentWindow;
12849
11
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
12850
11
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
12851
11
        return false;
12852
0
    IM_ASSERT(id != 0);
12853
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
12854
0
        return false;
12855
0
    if (window->SkipItems)
12856
0
        return false;
12857
12858
0
    IM_ASSERT(g.DragDropWithinTarget == false);
12859
0
    g.DragDropTargetRect = bb;
12860
0
    g.DragDropTargetId = id;
12861
0
    g.DragDropWithinTarget = true;
12862
0
    return true;
12863
0
}
12864
12865
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
12866
// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
12867
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
12868
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
12869
bool ImGui::BeginDragDropTarget()
12870
0
{
12871
0
    ImGuiContext& g = *GImGui;
12872
0
    if (!g.DragDropActive)
12873
0
        return false;
12874
12875
0
    ImGuiWindow* window = g.CurrentWindow;
12876
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
12877
0
        return false;
12878
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
12879
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
12880
0
        return false;
12881
12882
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
12883
0
    ImGuiID id = g.LastItemData.ID;
12884
0
    if (id == 0)
12885
0
    {
12886
0
        id = window->GetIDFromRectangle(display_rect);
12887
0
        KeepAliveID(id);
12888
0
    }
12889
0
    if (g.DragDropPayload.SourceId == id)
12890
0
        return false;
12891
12892
0
    IM_ASSERT(g.DragDropWithinTarget == false);
12893
0
    g.DragDropTargetRect = display_rect;
12894
0
    g.DragDropTargetId = id;
12895
0
    g.DragDropWithinTarget = true;
12896
0
    return true;
12897
0
}
12898
12899
bool ImGui::IsDragDropPayloadBeingAccepted()
12900
30
{
12901
30
    ImGuiContext& g = *GImGui;
12902
30
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
12903
30
}
12904
12905
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
12906
0
{
12907
0
    ImGuiContext& g = *GImGui;
12908
0
    ImGuiWindow* window = g.CurrentWindow;
12909
0
    ImGuiPayload& payload = g.DragDropPayload;
12910
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
12911
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
12912
0
    if (type != NULL && !payload.IsDataType(type))
12913
0
        return NULL;
12914
12915
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
12916
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
12917
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
12918
0
    ImRect r = g.DragDropTargetRect;
12919
0
    float r_surface = r.GetWidth() * r.GetHeight();
12920
0
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
12921
0
        return NULL;
12922
12923
0
    g.DragDropAcceptFlags = flags;
12924
0
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
12925
0
    g.DragDropAcceptIdCurrRectSurface = r_surface;
12926
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
12927
12928
    // Render default drop visuals
12929
0
    payload.Preview = was_accepted_previously;
12930
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
12931
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
12932
0
        window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
12933
12934
0
    g.DragDropAcceptFrameCount = g.FrameCount;
12935
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
12936
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
12937
0
        return NULL;
12938
12939
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
12940
0
    return &payload;
12941
0
}
12942
12943
// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
12944
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
12945
0
{
12946
0
    GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
12947
0
}
12948
12949
const ImGuiPayload* ImGui::GetDragDropPayload()
12950
0
{
12951
0
    ImGuiContext& g = *GImGui;
12952
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
12953
0
}
12954
12955
void ImGui::EndDragDropTarget()
12956
0
{
12957
0
    ImGuiContext& g = *GImGui;
12958
0
    IM_ASSERT(g.DragDropActive);
12959
0
    IM_ASSERT(g.DragDropWithinTarget);
12960
0
    g.DragDropWithinTarget = false;
12961
12962
    // Clear drag and drop state payload right after delivery
12963
0
    if (g.DragDropPayload.Delivery)
12964
0
        ClearDragDrop();
12965
0
}
12966
12967
//-----------------------------------------------------------------------------
12968
// [SECTION] LOGGING/CAPTURING
12969
//-----------------------------------------------------------------------------
12970
// All text output from the interface can be captured into tty/file/clipboard.
12971
// By default, tree nodes are automatically opened during logging.
12972
//-----------------------------------------------------------------------------
12973
12974
// Pass text data straight to log (without being displayed)
12975
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
12976
0
{
12977
0
    if (g.LogFile)
12978
0
    {
12979
0
        g.LogBuffer.Buf.resize(0);
12980
0
        g.LogBuffer.appendfv(fmt, args);
12981
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
12982
0
    }
12983
0
    else
12984
0
    {
12985
0
        g.LogBuffer.appendfv(fmt, args);
12986
0
    }
12987
0
}
12988
12989
void ImGui::LogText(const char* fmt, ...)
12990
0
{
12991
0
    ImGuiContext& g = *GImGui;
12992
0
    if (!g.LogEnabled)
12993
0
        return;
12994
12995
0
    va_list args;
12996
0
    va_start(args, fmt);
12997
0
    LogTextV(g, fmt, args);
12998
0
    va_end(args);
12999
0
}
13000
13001
void ImGui::LogTextV(const char* fmt, va_list args)
13002
0
{
13003
0
    ImGuiContext& g = *GImGui;
13004
0
    if (!g.LogEnabled)
13005
0
        return;
13006
13007
0
    LogTextV(g, fmt, args);
13008
0
}
13009
13010
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13011
// We split text into individual lines to add current tree level padding
13012
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13013
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13014
0
{
13015
0
    ImGuiContext& g = *GImGui;
13016
0
    ImGuiWindow* window = g.CurrentWindow;
13017
13018
0
    const char* prefix = g.LogNextPrefix;
13019
0
    const char* suffix = g.LogNextSuffix;
13020
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13021
13022
0
    if (!text_end)
13023
0
        text_end = FindRenderedTextEnd(text, text_end);
13024
13025
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13026
0
    if (ref_pos)
13027
0
        g.LogLinePosY = ref_pos->y;
13028
0
    if (log_new_line)
13029
0
    {
13030
0
        LogText(IM_NEWLINE);
13031
0
        g.LogLineFirstItem = true;
13032
0
    }
13033
13034
0
    if (prefix)
13035
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13036
13037
    // Re-adjust padding if we have popped out of our starting depth
13038
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13039
0
        g.LogDepthRef = window->DC.TreeDepth;
13040
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13041
13042
0
    const char* text_remaining = text;
13043
0
    for (;;)
13044
0
    {
13045
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13046
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13047
0
        const char* line_start = text_remaining;
13048
0
        const char* line_end = ImStreolRange(line_start, text_end);
13049
0
        const bool is_last_line = (line_end == text_end);
13050
0
        if (line_start != line_end || !is_last_line)
13051
0
        {
13052
0
            const int line_length = (int)(line_end - line_start);
13053
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13054
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13055
0
            g.LogLineFirstItem = false;
13056
0
            if (*line_end == '\n')
13057
0
            {
13058
0
                LogText(IM_NEWLINE);
13059
0
                g.LogLineFirstItem = true;
13060
0
            }
13061
0
        }
13062
0
        if (is_last_line)
13063
0
            break;
13064
0
        text_remaining = line_end + 1;
13065
0
    }
13066
13067
0
    if (suffix)
13068
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13069
0
}
13070
13071
// Start logging/capturing text output
13072
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13073
0
{
13074
0
    ImGuiContext& g = *GImGui;
13075
0
    ImGuiWindow* window = g.CurrentWindow;
13076
0
    IM_ASSERT(g.LogEnabled == false);
13077
0
    IM_ASSERT(g.LogFile == NULL);
13078
0
    IM_ASSERT(g.LogBuffer.empty());
13079
0
    g.LogEnabled = true;
13080
0
    g.LogType = type;
13081
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13082
0
    g.LogDepthRef = window->DC.TreeDepth;
13083
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13084
0
    g.LogLinePosY = FLT_MAX;
13085
0
    g.LogLineFirstItem = true;
13086
0
}
13087
13088
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13089
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13090
0
{
13091
0
    ImGuiContext& g = *GImGui;
13092
0
    g.LogNextPrefix = prefix;
13093
0
    g.LogNextSuffix = suffix;
13094
0
}
13095
13096
void ImGui::LogToTTY(int auto_open_depth)
13097
0
{
13098
0
    ImGuiContext& g = *GImGui;
13099
0
    if (g.LogEnabled)
13100
0
        return;
13101
0
    IM_UNUSED(auto_open_depth);
13102
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13103
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13104
0
    g.LogFile = stdout;
13105
0
#endif
13106
0
}
13107
13108
// Start logging/capturing text output to given file
13109
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13110
0
{
13111
0
    ImGuiContext& g = *GImGui;
13112
0
    if (g.LogEnabled)
13113
0
        return;
13114
13115
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13116
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13117
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13118
0
    if (!filename)
13119
0
        filename = g.IO.LogFilename;
13120
0
    if (!filename || !filename[0])
13121
0
        return;
13122
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13123
0
    if (!f)
13124
0
    {
13125
0
        IM_ASSERT(0);
13126
0
        return;
13127
0
    }
13128
13129
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13130
0
    g.LogFile = f;
13131
0
}
13132
13133
// Start logging/capturing text output to clipboard
13134
void ImGui::LogToClipboard(int auto_open_depth)
13135
0
{
13136
0
    ImGuiContext& g = *GImGui;
13137
0
    if (g.LogEnabled)
13138
0
        return;
13139
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13140
0
}
13141
13142
void ImGui::LogToBuffer(int auto_open_depth)
13143
0
{
13144
0
    ImGuiContext& g = *GImGui;
13145
0
    if (g.LogEnabled)
13146
0
        return;
13147
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13148
0
}
13149
13150
void ImGui::LogFinish()
13151
15.1k
{
13152
15.1k
    ImGuiContext& g = *GImGui;
13153
15.1k
    if (!g.LogEnabled)
13154
15.1k
        return;
13155
13156
0
    LogText(IM_NEWLINE);
13157
0
    switch (g.LogType)
13158
0
    {
13159
0
    case ImGuiLogType_TTY:
13160
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13161
0
        fflush(g.LogFile);
13162
0
#endif
13163
0
        break;
13164
0
    case ImGuiLogType_File:
13165
0
        ImFileClose(g.LogFile);
13166
0
        break;
13167
0
    case ImGuiLogType_Buffer:
13168
0
        break;
13169
0
    case ImGuiLogType_Clipboard:
13170
0
        if (!g.LogBuffer.empty())
13171
0
            SetClipboardText(g.LogBuffer.begin());
13172
0
        break;
13173
0
    case ImGuiLogType_None:
13174
0
        IM_ASSERT(0);
13175
0
        break;
13176
0
    }
13177
13178
0
    g.LogEnabled = false;
13179
0
    g.LogType = ImGuiLogType_None;
13180
0
    g.LogFile = NULL;
13181
0
    g.LogBuffer.clear();
13182
0
}
13183
13184
// Helper to display logging buttons
13185
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13186
void ImGui::LogButtons()
13187
0
{
13188
0
    ImGuiContext& g = *GImGui;
13189
13190
0
    PushID("LogButtons");
13191
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13192
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13193
#else
13194
    const bool log_to_tty = false;
13195
#endif
13196
0
    const bool log_to_file = Button("Log To File"); SameLine();
13197
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13198
0
    PushTabStop(false);
13199
0
    SetNextItemWidth(80.0f);
13200
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13201
0
    PopTabStop();
13202
0
    PopID();
13203
13204
    // Start logging at the end of the function so that the buttons don't appear in the log
13205
0
    if (log_to_tty)
13206
0
        LogToTTY();
13207
0
    if (log_to_file)
13208
0
        LogToFile();
13209
0
    if (log_to_clipboard)
13210
0
        LogToClipboard();
13211
0
}
13212
13213
13214
//-----------------------------------------------------------------------------
13215
// [SECTION] SETTINGS
13216
//-----------------------------------------------------------------------------
13217
// - UpdateSettings() [Internal]
13218
// - MarkIniSettingsDirty() [Internal]
13219
// - FindSettingsHandler() [Internal]
13220
// - ClearIniSettings() [Internal]
13221
// - LoadIniSettingsFromDisk()
13222
// - LoadIniSettingsFromMemory()
13223
// - SaveIniSettingsToDisk()
13224
// - SaveIniSettingsToMemory()
13225
//-----------------------------------------------------------------------------
13226
// - CreateNewWindowSettings() [Internal]
13227
// - FindWindowSettingsByID() [Internal]
13228
// - FindWindowSettingsByWindow() [Internal]
13229
// - ClearWindowSettings() [Internal]
13230
// - WindowSettingsHandler_***() [Internal]
13231
//-----------------------------------------------------------------------------
13232
13233
// Called by NewFrame()
13234
void ImGui::UpdateSettings()
13235
7.58k
{
13236
    // Load settings on first frame (if not explicitly loaded manually before)
13237
7.58k
    ImGuiContext& g = *GImGui;
13238
7.58k
    if (!g.SettingsLoaded)
13239
1
    {
13240
1
        IM_ASSERT(g.SettingsWindows.empty());
13241
1
        if (g.IO.IniFilename)
13242
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13243
1
        g.SettingsLoaded = true;
13244
1
    }
13245
13246
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13247
7.58k
    if (g.SettingsDirtyTimer > 0.0f)
13248
2.10k
    {
13249
2.10k
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13250
2.10k
        if (g.SettingsDirtyTimer <= 0.0f)
13251
7
        {
13252
7
            if (g.IO.IniFilename != NULL)
13253
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13254
7
            else
13255
7
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13256
7
            g.SettingsDirtyTimer = 0.0f;
13257
7
        }
13258
2.10k
    }
13259
7.58k
}
13260
13261
void ImGui::MarkIniSettingsDirty()
13262
0
{
13263
0
    ImGuiContext& g = *GImGui;
13264
0
    if (g.SettingsDirtyTimer <= 0.0f)
13265
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13266
0
}
13267
13268
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13269
3.45k
{
13270
3.45k
    ImGuiContext& g = *GImGui;
13271
3.45k
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13272
122
        if (g.SettingsDirtyTimer <= 0.0f)
13273
7
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13274
3.45k
}
13275
13276
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13277
2
{
13278
2
    ImGuiContext& g = *GImGui;
13279
2
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13280
2
    g.SettingsHandlers.push_back(*handler);
13281
2
}
13282
13283
void ImGui::RemoveSettingsHandler(const char* type_name)
13284
0
{
13285
0
    ImGuiContext& g = *GImGui;
13286
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13287
0
        g.SettingsHandlers.erase(handler);
13288
0
}
13289
13290
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13291
2
{
13292
2
    ImGuiContext& g = *GImGui;
13293
2
    const ImGuiID type_hash = ImHashStr(type_name);
13294
3
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13295
1
        if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
13296
0
            return &g.SettingsHandlers[handler_n];
13297
2
    return NULL;
13298
2
}
13299
13300
// Clear all settings (windows, tables, docking etc.)
13301
void ImGui::ClearIniSettings()
13302
0
{
13303
0
    ImGuiContext& g = *GImGui;
13304
0
    g.SettingsIniData.clear();
13305
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13306
0
        if (g.SettingsHandlers[handler_n].ClearAllFn)
13307
0
            g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);
13308
0
}
13309
13310
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13311
0
{
13312
0
    size_t file_data_size = 0;
13313
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13314
0
    if (!file_data)
13315
0
        return;
13316
0
    if (file_data_size > 0)
13317
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13318
0
    IM_FREE(file_data);
13319
0
}
13320
13321
// Zero-tolerance, no error reporting, cheap .ini parsing
13322
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13323
0
{
13324
0
    ImGuiContext& g = *GImGui;
13325
0
    IM_ASSERT(g.Initialized);
13326
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13327
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13328
13329
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13330
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13331
0
    if (ini_size == 0)
13332
0
        ini_size = strlen(ini_data);
13333
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13334
0
    char* const buf = g.SettingsIniData.Buf.Data;
13335
0
    char* const buf_end = buf + ini_size;
13336
0
    memcpy(buf, ini_data, ini_size);
13337
0
    buf_end[0] = 0;
13338
13339
    // Call pre-read handlers
13340
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13341
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13342
0
        if (g.SettingsHandlers[handler_n].ReadInitFn)
13343
0
            g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);
13344
13345
0
    void* entry_data = NULL;
13346
0
    ImGuiSettingsHandler* entry_handler = NULL;
13347
13348
0
    char* line_end = NULL;
13349
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13350
0
    {
13351
        // Skip new lines markers, then find end of the line
13352
0
        while (*line == '\n' || *line == '\r')
13353
0
            line++;
13354
0
        line_end = line;
13355
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13356
0
            line_end++;
13357
0
        line_end[0] = 0;
13358
0
        if (line[0] == ';')
13359
0
            continue;
13360
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13361
0
        {
13362
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13363
0
            line_end[-1] = 0;
13364
0
            const char* name_end = line_end - 1;
13365
0
            const char* type_start = line + 1;
13366
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13367
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13368
0
            if (!type_end || !name_start)
13369
0
                continue;
13370
0
            *type_end = 0; // Overwrite first ']'
13371
0
            name_start++;  // Skip second '['
13372
0
            entry_handler = FindSettingsHandler(type_start);
13373
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13374
0
        }
13375
0
        else if (entry_handler != NULL && entry_data != NULL)
13376
0
        {
13377
            // Let type handler parse the line
13378
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13379
0
        }
13380
0
    }
13381
0
    g.SettingsLoaded = true;
13382
13383
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13384
0
    memcpy(buf, ini_data, ini_size);
13385
13386
    // Call post-read handlers
13387
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13388
0
        if (g.SettingsHandlers[handler_n].ApplyAllFn)
13389
0
            g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);
13390
0
}
13391
13392
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
13393
0
{
13394
0
    ImGuiContext& g = *GImGui;
13395
0
    g.SettingsDirtyTimer = 0.0f;
13396
0
    if (!ini_filename)
13397
0
        return;
13398
13399
0
    size_t ini_data_size = 0;
13400
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
13401
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
13402
0
    if (!f)
13403
0
        return;
13404
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
13405
0
    ImFileClose(f);
13406
0
}
13407
13408
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
13409
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
13410
0
{
13411
0
    ImGuiContext& g = *GImGui;
13412
0
    g.SettingsDirtyTimer = 0.0f;
13413
0
    g.SettingsIniData.Buf.resize(0);
13414
0
    g.SettingsIniData.Buf.push_back(0);
13415
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13416
0
    {
13417
0
        ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
13418
0
        handler->WriteAllFn(&g, handler, &g.SettingsIniData);
13419
0
    }
13420
0
    if (out_size)
13421
0
        *out_size = (size_t)g.SettingsIniData.size();
13422
0
    return g.SettingsIniData.c_str();
13423
0
}
13424
13425
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
13426
0
{
13427
0
    ImGuiContext& g = *GImGui;
13428
13429
0
#if !IMGUI_DEBUG_INI_SETTINGS
13430
    // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
13431
    // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.
13432
0
    if (const char* p = strstr(name, "###"))
13433
0
        name = p;
13434
0
#endif
13435
0
    const size_t name_len = strlen(name);
13436
13437
    // Allocate chunk
13438
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
13439
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
13440
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
13441
0
    settings->ID = ImHashStr(name, name_len);
13442
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
13443
13444
0
    return settings;
13445
0
}
13446
13447
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
13448
// This is called once per window .ini entry + once per newly instantiated window.
13449
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
13450
2
{
13451
2
    ImGuiContext& g = *GImGui;
13452
2
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13453
0
        if (settings->ID == id)
13454
0
            return settings;
13455
2
    return NULL;
13456
2
}
13457
13458
// This is faster if you are holding on a Window already as we don't need to perform a search.
13459
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
13460
2
{
13461
2
    ImGuiContext& g = *GImGui;
13462
2
    if (window->SettingsOffset != -1)
13463
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
13464
2
    return FindWindowSettingsByID(window->ID);
13465
2
}
13466
13467
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
13468
void ImGui::ClearWindowSettings(const char* name)
13469
0
{
13470
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
13471
0
    ImGuiContext& g = *GImGui;
13472
0
    ImGuiWindow* window = FindWindowByName(name);
13473
0
    if (window != NULL)
13474
0
    {
13475
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
13476
0
        InitOrLoadWindowSettings(window, NULL);
13477
0
        if (window->DockId != 0)
13478
0
            DockContextProcessUndockWindow(&g, window, true);
13479
0
    }
13480
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
13481
0
        settings->WantDelete = true;
13482
0
}
13483
13484
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13485
0
{
13486
0
    ImGuiContext& g = *ctx;
13487
0
    for (int i = 0; i != g.Windows.Size; i++)
13488
0
        g.Windows[i]->SettingsOffset = -1;
13489
0
    g.SettingsWindows.clear();
13490
0
}
13491
13492
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
13493
0
{
13494
0
    ImGuiID id = ImHashStr(name);
13495
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
13496
0
    if (settings)
13497
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
13498
0
    else
13499
0
        settings = ImGui::CreateNewWindowSettings(name);
13500
0
    settings->ID = id;
13501
0
    settings->WantApply = true;
13502
0
    return (void*)settings;
13503
0
}
13504
13505
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
13506
0
{
13507
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
13508
0
    int x, y;
13509
0
    int i;
13510
0
    ImU32 u1;
13511
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
13512
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
13513
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
13514
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
13515
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
13516
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
13517
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
13518
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
13519
0
}
13520
13521
// Apply to existing windows (if any)
13522
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13523
0
{
13524
0
    ImGuiContext& g = *ctx;
13525
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13526
0
        if (settings->WantApply)
13527
0
        {
13528
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
13529
0
                ApplyWindowSettings(window, settings);
13530
0
            settings->WantApply = false;
13531
0
        }
13532
0
}
13533
13534
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
13535
0
{
13536
    // Gather data from windows that were active during this session
13537
    // (if a window wasn't opened in this session we preserve its settings)
13538
0
    ImGuiContext& g = *ctx;
13539
0
    for (int i = 0; i != g.Windows.Size; i++)
13540
0
    {
13541
0
        ImGuiWindow* window = g.Windows[i];
13542
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
13543
0
            continue;
13544
13545
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
13546
0
        if (!settings)
13547
0
        {
13548
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
13549
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
13550
0
        }
13551
0
        IM_ASSERT(settings->ID == window->ID);
13552
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
13553
0
        settings->Size = ImVec2ih(window->SizeFull);
13554
0
        settings->ViewportId = window->ViewportId;
13555
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
13556
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
13557
0
        settings->DockId = window->DockId;
13558
0
        settings->ClassId = window->WindowClass.ClassId;
13559
0
        settings->DockOrder = window->DockOrder;
13560
0
        settings->Collapsed = window->Collapsed;
13561
0
        settings->WantDelete = false;
13562
0
    }
13563
13564
    // Write to text buffer
13565
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
13566
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13567
0
    {
13568
0
        if (settings->WantDelete)
13569
0
            continue;
13570
0
        const char* settings_name = settings->GetName();
13571
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
13572
0
        if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13573
0
        {
13574
0
            buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
13575
0
            buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
13576
0
        }
13577
0
        if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13578
0
            buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
13579
0
        if (settings->Size.x != 0 || settings->Size.y != 0)
13580
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
13581
0
        buf->appendf("Collapsed=%d\n", settings->Collapsed);
13582
0
        if (settings->DockId != 0)
13583
0
        {
13584
            //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
13585
0
            if (settings->DockOrder == -1)
13586
0
                buf->appendf("DockId=0x%08X\n", settings->DockId);
13587
0
            else
13588
0
                buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
13589
0
            if (settings->ClassId != 0)
13590
0
                buf->appendf("ClassId=0x%08X\n", settings->ClassId);
13591
0
        }
13592
0
        buf->append("\n");
13593
0
    }
13594
0
}
13595
13596
13597
//-----------------------------------------------------------------------------
13598
// [SECTION] LOCALIZATION
13599
//-----------------------------------------------------------------------------
13600
13601
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
13602
1
{
13603
1
    ImGuiContext& g = *GImGui;
13604
9
    for (int n = 0; n < count; n++)
13605
8
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
13606
1
}
13607
13608
13609
//-----------------------------------------------------------------------------
13610
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
13611
//-----------------------------------------------------------------------------
13612
// - GetMainViewport()
13613
// - FindViewportByID()
13614
// - FindViewportByPlatformHandle()
13615
// - SetCurrentViewport() [Internal]
13616
// - SetWindowViewport() [Internal]
13617
// - GetWindowAlwaysWantOwnViewport() [Internal]
13618
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
13619
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
13620
// - TranslateWindowsInViewport() [Internal]
13621
// - ScaleWindowsInViewport() [Internal]
13622
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
13623
// - UpdateViewportsNewFrame() [Internal]
13624
// - UpdateViewportsEndFrame() [Internal]
13625
// - AddUpdateViewport() [Internal]
13626
// - WindowSelectViewport() [Internal]
13627
// - WindowSyncOwnedViewport() [Internal]
13628
// - UpdatePlatformWindows()
13629
// - RenderPlatformWindowsDefault()
13630
// - FindPlatformMonitorForPos() [Internal]
13631
// - FindPlatformMonitorForRect() [Internal]
13632
// - UpdateViewportPlatformMonitor() [Internal]
13633
// - DestroyPlatformWindow() [Internal]
13634
// - DestroyPlatformWindows()
13635
//-----------------------------------------------------------------------------
13636
13637
ImGuiViewport* ImGui::GetMainViewport()
13638
22.7k
{
13639
22.7k
    ImGuiContext& g = *GImGui;
13640
22.7k
    return g.Viewports[0];
13641
22.7k
}
13642
13643
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
13644
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
13645
7.58k
{
13646
7.58k
    ImGuiContext& g = *GImGui;
13647
7.58k
    for (int n = 0; n < g.Viewports.Size; n++)
13648
7.58k
        if (g.Viewports[n]->ID == id)
13649
7.58k
            return g.Viewports[n];
13650
0
    return NULL;
13651
7.58k
}
13652
13653
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
13654
0
{
13655
0
    ImGuiContext& g = *GImGui;
13656
0
    for (int i = 0; i != g.Viewports.Size; i++)
13657
0
        if (g.Viewports[i]->PlatformHandle == platform_handle)
13658
0
            return g.Viewports[i];
13659
0
    return NULL;
13660
0
}
13661
13662
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
13663
45.5k
{
13664
45.5k
    ImGuiContext& g = *GImGui;
13665
45.5k
    (void)current_window;
13666
13667
45.5k
    if (viewport)
13668
37.9k
        viewport->LastFrameActive = g.FrameCount;
13669
45.5k
    if (g.CurrentViewport == viewport)
13670
30.3k
        return;
13671
15.1k
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
13672
15.1k
    g.CurrentViewport = viewport;
13673
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
13674
13675
    // Notify platform layer of viewport changes
13676
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
13677
15.1k
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
13678
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
13679
15.1k
}
13680
13681
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13682
22.7k
{
13683
    // Abandon viewport
13684
22.7k
    if (window->ViewportOwned && window->Viewport->Window == window)
13685
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
13686
13687
22.7k
    window->Viewport = viewport;
13688
22.7k
    window->ViewportId = viewport->ID;
13689
22.7k
    window->ViewportOwned = (viewport->Window == window);
13690
22.7k
}
13691
13692
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
13693
0
{
13694
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
13695
0
    ImGuiContext& g = *GImGui;
13696
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
13697
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
13698
0
            if (!window->DockIsActive)
13699
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
13700
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
13701
0
                        return true;
13702
0
    return false;
13703
0
}
13704
13705
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13706
0
{
13707
0
    ImGuiContext& g = *GImGui;
13708
0
    if (window->Viewport == viewport)
13709
0
        return false;
13710
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
13711
0
        return false;
13712
0
    if ((viewport->Flags & ImGuiViewportFlags_Minimized) != 0)
13713
0
        return false;
13714
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
13715
0
        return false;
13716
0
    if (GetWindowAlwaysWantOwnViewport(window))
13717
0
        return false;
13718
13719
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
13720
0
    for (int n = 0; n < g.Windows.Size; n++)
13721
0
    {
13722
0
        ImGuiWindow* window_behind = g.Windows[n];
13723
0
        if (window_behind == window)
13724
0
            break;
13725
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
13726
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
13727
0
                return false;
13728
0
    }
13729
13730
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
13731
0
    ImGuiViewportP* old_viewport = window->Viewport;
13732
0
    if (window->ViewportOwned)
13733
0
        for (int n = 0; n < g.Windows.Size; n++)
13734
0
            if (g.Windows[n]->Viewport == old_viewport)
13735
0
                SetWindowViewport(g.Windows[n], viewport);
13736
0
    SetWindowViewport(window, viewport);
13737
0
    BringWindowToDisplayFront(window);
13738
13739
0
    return true;
13740
0
}
13741
13742
// FIXME: handle 0 to N host viewports
13743
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
13744
0
{
13745
0
    ImGuiContext& g = *GImGui;
13746
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
13747
0
}
13748
13749
// Translate Dear ImGui windows when a Host Viewport has been moved
13750
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
13751
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
13752
0
{
13753
0
    ImGuiContext& g = *GImGui;
13754
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
13755
13756
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
13757
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
13758
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
13759
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
13760
    // and so the window will appear to teleport when releasing the mouse.
13761
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
13762
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
13763
0
    ImVec2 delta_pos = new_pos - old_pos;
13764
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT
13765
0
        if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect())))
13766
0
            TranslateWindow(g.Windows[window_n], delta_pos);
13767
0
}
13768
13769
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
13770
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
13771
0
{
13772
0
    ImGuiContext& g = *GImGui;
13773
0
    if (viewport->Window)
13774
0
    {
13775
0
        ScaleWindow(viewport->Window, scale);
13776
0
    }
13777
0
    else
13778
0
    {
13779
0
        for (int i = 0; i != g.Windows.Size; i++)
13780
0
            if (g.Windows[i]->Viewport == viewport)
13781
0
                ScaleWindow(g.Windows[i], scale);
13782
0
    }
13783
0
}
13784
13785
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
13786
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
13787
// B) It requires Platform_GetWindowFocus to be implemented by backend.
13788
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
13789
0
{
13790
0
    ImGuiContext& g = *GImGui;
13791
0
    ImGuiViewportP* best_candidate = NULL;
13792
0
    for (int n = 0; n < g.Viewports.Size; n++)
13793
0
    {
13794
0
        ImGuiViewportP* viewport = g.Viewports[n];
13795
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_Minimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
13796
0
            if (best_candidate == NULL || best_candidate->LastFrontMostStampCount < viewport->LastFrontMostStampCount)
13797
0
                best_candidate = viewport;
13798
0
    }
13799
0
    return best_candidate;
13800
0
}
13801
13802
// Update viewports and monitor infos
13803
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
13804
static void ImGui::UpdateViewportsNewFrame()
13805
7.58k
{
13806
7.58k
    ImGuiContext& g = *GImGui;
13807
7.58k
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
13808
13809
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
13810
7.58k
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
13811
7.58k
    if (viewports_enabled)
13812
0
    {
13813
0
        for (int n = 0; n < g.Viewports.Size; n++)
13814
0
        {
13815
0
            ImGuiViewportP* viewport = g.Viewports[n];
13816
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
13817
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
13818
0
            {
13819
0
                bool minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
13820
0
                if (minimized)
13821
0
                    viewport->Flags |= ImGuiViewportFlags_Minimized;
13822
0
                else
13823
0
                    viewport->Flags &= ~ImGuiViewportFlags_Minimized;
13824
0
            }
13825
0
        }
13826
0
    }
13827
13828
    // Create/update main viewport with current platform position.
13829
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
13830
7.58k
    ImGuiViewportP* main_viewport = g.Viewports[0];
13831
7.58k
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
13832
7.58k
    IM_ASSERT(main_viewport->Window == NULL);
13833
7.58k
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
13834
7.58k
    ImVec2 main_viewport_size = g.IO.DisplaySize;
13835
7.58k
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_Minimized))
13836
0
    {
13837
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
13838
0
        main_viewport_size = main_viewport->Size;
13839
0
    }
13840
7.58k
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
13841
13842
7.58k
    g.CurrentDpiScale = 0.0f;
13843
7.58k
    g.CurrentViewport = NULL;
13844
7.58k
    g.MouseViewport = NULL;
13845
15.1k
    for (int n = 0; n < g.Viewports.Size; n++)
13846
7.58k
    {
13847
7.58k
        ImGuiViewportP* viewport = g.Viewports[n];
13848
7.58k
        viewport->Idx = n;
13849
13850
        // Erase unused viewports
13851
7.58k
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
13852
0
        {
13853
0
            DestroyViewport(viewport);
13854
0
            n--;
13855
0
            continue;
13856
0
        }
13857
13858
7.58k
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
13859
7.58k
        if (viewports_enabled)
13860
0
        {
13861
            // Update Position and Size (from Platform Window to ImGui) if requested.
13862
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
13863
0
            if (!(viewport->Flags & ImGuiViewportFlags_Minimized) && platform_funcs_available)
13864
0
            {
13865
                // Viewport->WorkPos and WorkSize will be updated below
13866
0
                if (viewport->PlatformRequestMove)
13867
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
13868
0
                if (viewport->PlatformRequestResize)
13869
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
13870
0
            }
13871
0
        }
13872
13873
        // Update/copy monitor info
13874
7.58k
        UpdateViewportPlatformMonitor(viewport);
13875
13876
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
13877
7.58k
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
13878
7.58k
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
13879
7.58k
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
13880
7.58k
        viewport->UpdateWorkRect();
13881
13882
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
13883
7.58k
        viewport->Alpha = 1.0f;
13884
13885
        // Translate Dear ImGui windows when a Host Viewport has been moved
13886
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
13887
7.58k
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
13888
7.58k
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
13889
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
13890
13891
        // Update DPI scale
13892
7.58k
        float new_dpi_scale;
13893
7.58k
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
13894
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
13895
7.58k
        else if (viewport->PlatformMonitor != -1)
13896
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
13897
7.58k
        else
13898
7.58k
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
13899
7.58k
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
13900
0
        {
13901
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
13902
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
13903
0
                ScaleWindowsInViewport(viewport, scale_factor);
13904
            //if (viewport == GetMainViewport())
13905
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
13906
13907
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
13908
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
13909
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
13910
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
13911
            //    g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor);
13912
0
        }
13913
7.58k
        viewport->DpiScale = new_dpi_scale;
13914
7.58k
    }
13915
13916
    // Update fallback monitor
13917
7.58k
    if (g.PlatformIO.Monitors.Size == 0)
13918
7.58k
    {
13919
7.58k
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
13920
7.58k
        monitor->MainPos = main_viewport->Pos;
13921
7.58k
        monitor->MainSize = main_viewport->Size;
13922
7.58k
        monitor->WorkPos = main_viewport->WorkPos;
13923
7.58k
        monitor->WorkSize = main_viewport->WorkSize;
13924
7.58k
        monitor->DpiScale = main_viewport->DpiScale;
13925
7.58k
    }
13926
13927
7.58k
    if (!viewports_enabled)
13928
7.58k
    {
13929
7.58k
        g.MouseViewport = main_viewport;
13930
7.58k
        return;
13931
7.58k
    }
13932
13933
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
13934
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
13935
0
    ImGuiViewportP* viewport_hovered = NULL;
13936
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
13937
0
    {
13938
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
13939
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
13940
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
13941
0
    }
13942
0
    else
13943
0
    {
13944
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
13945
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
13946
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
13947
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
13948
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
13949
0
    }
13950
0
    if (viewport_hovered != NULL)
13951
0
        g.MouseLastHoveredViewport = viewport_hovered;
13952
0
    else if (g.MouseLastHoveredViewport == NULL)
13953
0
        g.MouseLastHoveredViewport = g.Viewports[0];
13954
13955
    // Update mouse reference viewport
13956
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
13957
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
13958
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
13959
0
        g.MouseViewport = g.MovingWindow->Viewport;
13960
0
    else
13961
0
        g.MouseViewport = g.MouseLastHoveredViewport;
13962
13963
    // When dragging something, always refer to the last hovered viewport.
13964
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
13965
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
13966
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
13967
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
13968
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
13969
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
13970
0
        viewport_hovered = g.MouseLastHoveredViewport;
13971
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
13972
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
13973
0
            g.MouseViewport = viewport_hovered;
13974
13975
0
    IM_ASSERT(g.MouseViewport != NULL);
13976
0
}
13977
13978
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
13979
static void ImGui::UpdateViewportsEndFrame()
13980
7.58k
{
13981
7.58k
    ImGuiContext& g = *GImGui;
13982
7.58k
    g.PlatformIO.Viewports.resize(0);
13983
15.1k
    for (int i = 0; i < g.Viewports.Size; i++)
13984
7.58k
    {
13985
7.58k
        ImGuiViewportP* viewport = g.Viewports[i];
13986
7.58k
        viewport->LastPos = viewport->Pos;
13987
7.58k
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
13988
0
            if (i > 0) // Always include main viewport in the list
13989
0
                continue;
13990
7.58k
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
13991
0
            continue;
13992
7.58k
        if (i > 0)
13993
7.58k
            IM_ASSERT(viewport->Window != NULL);
13994
7.58k
        g.PlatformIO.Viewports.push_back(viewport);
13995
7.58k
    }
13996
7.58k
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
13997
7.58k
}
13998
13999
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14000
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14001
7.58k
{
14002
7.58k
    ImGuiContext& g = *GImGui;
14003
7.58k
    IM_ASSERT(id != 0);
14004
14005
7.58k
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14006
7.58k
    if (window != NULL)
14007
0
    {
14008
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14009
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14010
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14011
0
            flags |= ImGuiViewportFlags_NoInputs;
14012
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14013
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14014
0
    }
14015
14016
7.58k
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14017
7.58k
    if (viewport)
14018
7.58k
    {
14019
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14020
7.58k
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14021
7.58k
            viewport->Pos = pos;
14022
7.58k
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14023
7.58k
            viewport->Size = size;
14024
7.58k
        viewport->Flags = flags | (viewport->Flags & ImGuiViewportFlags_Minimized); // Preserve existing flags
14025
7.58k
    }
14026
0
    else
14027
0
    {
14028
        // New viewport
14029
0
        viewport = IM_NEW(ImGuiViewportP)();
14030
0
        viewport->ID = id;
14031
0
        viewport->Idx = g.Viewports.Size;
14032
0
        viewport->Pos = viewport->LastPos = pos;
14033
0
        viewport->Size = size;
14034
0
        viewport->Flags = flags;
14035
0
        UpdateViewportPlatformMonitor(viewport);
14036
0
        g.Viewports.push_back(viewport);
14037
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14038
14039
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14040
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14041
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14042
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14043
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14044
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14045
14046
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14047
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14048
0
        if (viewport->PlatformMonitor != -1)
14049
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14050
0
    }
14051
14052
7.58k
    viewport->Window = window;
14053
7.58k
    viewport->LastFrameActive = g.FrameCount;
14054
7.58k
    viewport->UpdateWorkRect();
14055
7.58k
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
14056
14057
7.58k
    if (window != NULL)
14058
0
        window->ViewportOwned = true;
14059
14060
7.58k
    return viewport;
14061
7.58k
}
14062
14063
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
14064
0
{
14065
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
14066
0
    ImGuiContext& g = *GImGui;
14067
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
14068
0
    {
14069
0
        ImGuiWindow* window = g.Windows[window_n];
14070
0
        if (window->Viewport != viewport)
14071
0
            continue;
14072
0
        window->Viewport = NULL;
14073
0
        window->ViewportOwned = false;
14074
0
    }
14075
0
    if (viewport == g.MouseLastHoveredViewport)
14076
0
        g.MouseLastHoveredViewport = NULL;
14077
14078
    // Destroy
14079
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14080
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
14081
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
14082
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
14083
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
14084
0
    IM_DELETE(viewport);
14085
0
}
14086
14087
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
14088
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
14089
22.7k
{
14090
22.7k
    ImGuiContext& g = *GImGui;
14091
22.7k
    ImGuiWindowFlags flags = window->Flags;
14092
22.7k
    window->ViewportAllowPlatformMonitorExtend = -1;
14093
14094
    // Restore main viewport if multi-viewport is not supported by the backend
14095
22.7k
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
14096
22.7k
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14097
22.7k
    {
14098
22.7k
        SetWindowViewport(window, main_viewport);
14099
22.7k
        return;
14100
22.7k
    }
14101
0
    window->ViewportOwned = false;
14102
14103
    // Appearing popups reset their viewport so they can inherit again
14104
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
14105
0
    {
14106
0
        window->Viewport = NULL;
14107
0
        window->ViewportId = 0;
14108
0
    }
14109
14110
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
14111
0
    {
14112
        // By default inherit from parent window
14113
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
14114
0
            window->Viewport = window->ParentWindow->Viewport;
14115
14116
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
14117
0
        if (window->Viewport == NULL && window->ViewportId != 0)
14118
0
        {
14119
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
14120
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
14121
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
14122
0
        }
14123
0
    }
14124
14125
0
    bool lock_viewport = false;
14126
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
14127
0
    {
14128
        // Code explicitly request a viewport
14129
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
14130
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
14131
0
        lock_viewport = true;
14132
0
    }
14133
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
14134
0
    {
14135
        // Always inherit viewport from parent window
14136
0
        if (window->DockNode && window->DockNode->HostWindow)
14137
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
14138
0
        window->Viewport = window->ParentWindow->Viewport;
14139
0
    }
14140
0
    else if (window->DockNode && window->DockNode->HostWindow)
14141
0
    {
14142
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
14143
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
14144
0
    }
14145
0
    else if (flags & ImGuiWindowFlags_Tooltip)
14146
0
    {
14147
0
        window->Viewport = g.MouseViewport;
14148
0
    }
14149
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14150
0
    {
14151
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14152
0
    }
14153
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14154
0
    {
14155
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14156
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14157
0
    }
14158
0
    else
14159
0
    {
14160
        // Merge into host viewport?
14161
        // We cannot test window->ViewportOwned as it set lower in the function.
14162
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14163
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14164
0
        if (try_to_merge_into_host_viewport)
14165
0
            UpdateTryMergeWindowIntoHostViewports(window);
14166
0
    }
14167
14168
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14169
0
    if (window->Viewport == NULL)
14170
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14171
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14172
14173
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14174
0
    if (!lock_viewport)
14175
0
    {
14176
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14177
0
        {
14178
            // We need to take account of the possibility that mouse may become invalid.
14179
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14180
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14181
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14182
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14183
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14184
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14185
0
            else
14186
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14187
0
        }
14188
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14189
0
        {
14190
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14191
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14192
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14193
0
            {
14194
                // Steal/transfer ownership
14195
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14196
0
                window->Viewport->Window = window;
14197
0
                window->Viewport->ID = window->ID;
14198
0
                window->Viewport->LastNameHash = 0;
14199
0
            }
14200
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14201
0
            {
14202
                // New viewport
14203
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14204
0
            }
14205
0
        }
14206
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14207
0
        {
14208
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14209
            // Child windows are kept contained within their parent.
14210
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14211
0
        }
14212
0
    }
14213
14214
    // Update flags
14215
0
    window->ViewportOwned = (window == window->Viewport->Window);
14216
0
    window->ViewportId = window->Viewport->ID;
14217
14218
    // If the OS window has a title bar, hide our imgui title bar
14219
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14220
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14221
0
}
14222
14223
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14224
0
{
14225
0
    ImGuiContext& g = *GImGui;
14226
14227
0
    bool viewport_rect_changed = false;
14228
14229
    // Synchronize window --> viewport in most situations
14230
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14231
0
    if (window->Viewport->PlatformRequestMove)
14232
0
    {
14233
0
        window->Pos = window->Viewport->Pos;
14234
0
        MarkIniSettingsDirty(window);
14235
0
    }
14236
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14237
0
    {
14238
0
        viewport_rect_changed = true;
14239
0
        window->Viewport->Pos = window->Pos;
14240
0
    }
14241
14242
0
    if (window->Viewport->PlatformRequestResize)
14243
0
    {
14244
0
        window->Size = window->SizeFull = window->Viewport->Size;
14245
0
        MarkIniSettingsDirty(window);
14246
0
    }
14247
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14248
0
    {
14249
0
        viewport_rect_changed = true;
14250
0
        window->Viewport->Size = window->Size;
14251
0
    }
14252
0
    window->Viewport->UpdateWorkRect();
14253
14254
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14255
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14256
0
    if (viewport_rect_changed)
14257
0
        UpdateViewportPlatformMonitor(window->Viewport);
14258
14259
    // Update common viewport flags
14260
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14261
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14262
0
    ImGuiWindowFlags window_flags = window->Flags;
14263
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14264
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14265
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14266
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14267
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14268
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14269
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14270
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14271
14272
    // Not correct to set modal as topmost because:
14273
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14274
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14275
    //if (flags & ImGuiWindowFlags_Modal)
14276
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14277
14278
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14279
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14280
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14281
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14282
0
    if (is_short_lived_floating_window && !is_modal)
14283
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14284
14285
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14286
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14287
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14288
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14289
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14290
14291
    // We can also tell the backend that clearing the platform window won't be necessary,
14292
    // as our window background is filling the viewport and we have disabled BgAlpha.
14293
    // FIXME: Work on support for per-viewport transparency (#2766)
14294
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14295
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14296
14297
0
    window->Viewport->Flags = viewport_flags;
14298
14299
    // Update parent viewport ID
14300
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14301
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14302
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14303
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14304
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14305
0
    else
14306
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14307
0
}
14308
14309
// Called by user at the end of the main loop, after EndFrame()
14310
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14311
void ImGui::UpdatePlatformWindows()
14312
0
{
14313
0
    ImGuiContext& g = *GImGui;
14314
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14315
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14316
0
    g.FrameCountPlatformEnded = g.FrameCount;
14317
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14318
0
        return;
14319
14320
    // Create/resize/destroy platform windows to match each active viewport.
14321
    // Skip the main viewport (index 0), which is always fully handled by the application!
14322
0
    for (int i = 1; i < g.Viewports.Size; i++)
14323
0
    {
14324
0
        ImGuiViewportP* viewport = g.Viewports[i];
14325
14326
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14327
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14328
0
        bool destroy_platform_window = false;
14329
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14330
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14331
0
        if (destroy_platform_window)
14332
0
        {
14333
0
            DestroyPlatformWindow(viewport);
14334
0
            continue;
14335
0
        }
14336
14337
        // New windows that appears directly in a new viewport won't always have a size on their first frame
14338
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
14339
0
            continue;
14340
14341
        // Create window
14342
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
14343
0
        if (is_new_platform_window)
14344
0
        {
14345
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14346
0
            g.PlatformIO.Platform_CreateWindow(viewport);
14347
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
14348
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
14349
0
            viewport->LastNameHash = 0;
14350
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
14351
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
14352
0
            viewport->PlatformWindowCreated = true;
14353
0
        }
14354
14355
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
14356
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
14357
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
14358
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
14359
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
14360
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
14361
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
14362
0
        viewport->LastPlatformPos = viewport->Pos;
14363
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
14364
14365
        // Update title bar (if it changed)
14366
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
14367
0
        {
14368
0
            const char* title_begin = window_for_title->Name;
14369
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
14370
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
14371
0
            if (viewport->LastNameHash != title_hash)
14372
0
            {
14373
0
                char title_end_backup_c = *title_end;
14374
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
14375
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
14376
0
                *title_end = title_end_backup_c;
14377
0
                viewport->LastNameHash = title_hash;
14378
0
            }
14379
0
        }
14380
14381
        // Update alpha (if it changed)
14382
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
14383
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
14384
0
        viewport->LastAlpha = viewport->Alpha;
14385
14386
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
14387
0
        if (g.PlatformIO.Platform_UpdateWindow)
14388
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
14389
14390
0
        if (is_new_platform_window)
14391
0
        {
14392
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
14393
0
            if (g.FrameCount < 3)
14394
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14395
14396
            // Show window
14397
0
            g.PlatformIO.Platform_ShowWindow(viewport);
14398
14399
            // Even without focus, we assume the window becomes front-most.
14400
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
14401
0
            if (viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
14402
0
                viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
14403
0
            }
14404
14405
        // Clear request flags
14406
0
        viewport->ClearRequestFlags();
14407
0
    }
14408
14409
    // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
14410
    // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
14411
    // FIXME-VIEWPORT: We should use this information to also set dear imgui-side focus, allowing us to handle os-level alt+tab.
14412
0
    if (g.PlatformIO.Platform_GetWindowFocus != NULL)
14413
0
    {
14414
0
        ImGuiViewportP* focused_viewport = NULL;
14415
0
        for (int n = 0; n < g.Viewports.Size && focused_viewport == NULL; n++)
14416
0
        {
14417
0
            ImGuiViewportP* viewport = g.Viewports[n];
14418
0
            if (viewport->PlatformWindowCreated)
14419
0
                if (g.PlatformIO.Platform_GetWindowFocus(viewport))
14420
0
                    focused_viewport = viewport;
14421
0
        }
14422
14423
        // Store a tag so we can infer z-order easily from all our windows
14424
        // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14425
        // will keep the front most stamp instead of losing it back to their parent viewport.
14426
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14427
0
        {
14428
0
            if (focused_viewport->LastFrontMostStampCount != g.ViewportFrontMostStampCount)
14429
0
                focused_viewport->LastFrontMostStampCount = ++g.ViewportFrontMostStampCount;
14430
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14431
0
        }
14432
0
    }
14433
0
}
14434
14435
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
14436
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
14437
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
14438
//
14439
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14440
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14441
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14442
//            MyRenderFunction(platform_io.Viewports[i], my_args);
14443
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14444
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14445
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
14446
//
14447
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
14448
0
{
14449
    // Skip the main viewport (index 0), which is always fully handled by the application!
14450
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14451
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14452
0
    {
14453
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14454
0
        if (viewport->Flags & ImGuiViewportFlags_Minimized)
14455
0
            continue;
14456
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
14457
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
14458
0
    }
14459
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14460
0
    {
14461
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14462
0
        if (viewport->Flags & ImGuiViewportFlags_Minimized)
14463
0
            continue;
14464
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
14465
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
14466
0
    }
14467
0
}
14468
14469
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
14470
0
{
14471
0
    ImGuiContext& g = *GImGui;
14472
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
14473
0
    {
14474
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14475
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
14476
0
            return monitor_n;
14477
0
    }
14478
0
    return -1;
14479
0
}
14480
14481
// Search for the monitor with the largest intersection area with the given rectangle
14482
// We generally try to avoid searching loops but the monitor count should be very small here
14483
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
14484
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
14485
7.58k
{
14486
7.58k
    ImGuiContext& g = *GImGui;
14487
14488
7.58k
    const int monitor_count = g.PlatformIO.Monitors.Size;
14489
7.58k
    if (monitor_count <= 1)
14490
7.58k
        return monitor_count - 1;
14491
14492
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
14493
    // This is necessary for tooltips which always resize down to zero at first.
14494
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
14495
0
    int best_monitor_n = -1;
14496
0
    float best_monitor_surface = 0.001f;
14497
14498
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
14499
0
    {
14500
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14501
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
14502
0
        if (monitor_rect.Contains(rect))
14503
0
            return monitor_n;
14504
0
        ImRect overlapping_rect = rect;
14505
0
        overlapping_rect.ClipWithFull(monitor_rect);
14506
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
14507
0
        if (overlapping_surface < best_monitor_surface)
14508
0
            continue;
14509
0
        best_monitor_surface = overlapping_surface;
14510
0
        best_monitor_n = monitor_n;
14511
0
    }
14512
0
    return best_monitor_n;
14513
0
}
14514
14515
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
14516
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
14517
7.58k
{
14518
7.58k
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
14519
7.58k
}
14520
14521
// Return value is always != NULL, but don't hold on it across frames.
14522
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
14523
0
{
14524
0
    ImGuiContext& g = *GImGui;
14525
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
14526
0
    int monitor_idx = viewport->PlatformMonitor;
14527
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
14528
0
        return &g.PlatformIO.Monitors[monitor_idx];
14529
0
    return &g.FallbackMonitor;
14530
0
}
14531
14532
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
14533
0
{
14534
0
    ImGuiContext& g = *GImGui;
14535
0
    if (viewport->PlatformWindowCreated)
14536
0
    {
14537
0
        if (g.PlatformIO.Renderer_DestroyWindow)
14538
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
14539
0
        if (g.PlatformIO.Platform_DestroyWindow)
14540
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
14541
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
14542
14543
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
14544
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
14545
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
14546
0
            viewport->PlatformWindowCreated = false;
14547
0
    }
14548
0
    else
14549
0
    {
14550
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
14551
0
    }
14552
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
14553
0
    viewport->ClearRequestFlags();
14554
0
}
14555
14556
void ImGui::DestroyPlatformWindows()
14557
0
{
14558
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
14559
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
14560
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
14561
    // code to operator a consistent manner.
14562
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
14563
    // crashing if it doesn't have data stored.
14564
0
    ImGuiContext& g = *GImGui;
14565
0
    for (int i = 0; i < g.Viewports.Size; i++)
14566
0
        DestroyPlatformWindow(g.Viewports[i]);
14567
0
}
14568
14569
14570
//-----------------------------------------------------------------------------
14571
// [SECTION] DOCKING
14572
//-----------------------------------------------------------------------------
14573
// Docking: Internal Types
14574
// Docking: Forward Declarations
14575
// Docking: ImGuiDockContext
14576
// Docking: ImGuiDockContext Docking/Undocking functions
14577
// Docking: ImGuiDockNode
14578
// Docking: ImGuiDockNode Tree manipulation functions
14579
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
14580
// Docking: Builder Functions
14581
// Docking: Begin/End Support Functions (called from Begin/End)
14582
// Docking: Settings
14583
//-----------------------------------------------------------------------------
14584
14585
//-----------------------------------------------------------------------------
14586
// Typical Docking call flow: (root level is generally public API):
14587
//-----------------------------------------------------------------------------
14588
// - NewFrame()                               new dear imgui frame
14589
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
14590
//    | - DockContextProcessUndockWindow()    - process one window undocking request
14591
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
14592
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
14593
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
14594
//    | - DockContextProcessDock()            - process one docking request
14595
//    | - DockNodeUpdate()
14596
//    |   - DockNodeUpdateForRootNode()
14597
//    |     - DockNodeUpdateFlagsAndCollapse()
14598
//    |     - DockNodeFindInfo()
14599
//    |   - destroy unused node or tab bar
14600
//    |   - create dock node host window
14601
//    |      - Begin() etc.
14602
//    |   - DockNodeStartMouseMovingWindow()
14603
//    |   - DockNodeTreeUpdatePosSize()
14604
//    |   - DockNodeTreeUpdateSplitter()
14605
//    |   - draw node background
14606
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
14607
//    |     - DockNodeAddTabBar()
14608
//    |     - DockNodeUpdateWindowMenu()
14609
//    |     - DockNodeCalcTabBarLayout()
14610
//    |     - BeginTabBarEx()
14611
//    |     - TabItemEx() calls
14612
//    |     - EndTabBar()
14613
//    |   - BeginDockableDragDropTarget()
14614
//    |      - DockNodeUpdate()               - recurse into child nodes...
14615
//-----------------------------------------------------------------------------
14616
// - DockSpace()                              user submit a dockspace into a window
14617
//    | Begin(Child)                          - create a child window
14618
//    | DockNodeUpdate()                      - call main dock node update function
14619
//    | End(Child)
14620
//    | ItemSize()
14621
//-----------------------------------------------------------------------------
14622
// - Begin()
14623
//    | BeginDocked()
14624
//    | BeginDockableDragDropSource()
14625
//    | BeginDockableDragDropTarget()
14626
//    | - DockNodePreviewDockRender()
14627
//-----------------------------------------------------------------------------
14628
// - EndFrame()
14629
//    | DockContextEndFrame()
14630
//-----------------------------------------------------------------------------
14631
14632
//-----------------------------------------------------------------------------
14633
// Docking: Internal Types
14634
//-----------------------------------------------------------------------------
14635
// - ImGuiDockRequestType
14636
// - ImGuiDockRequest
14637
// - ImGuiDockPreviewData
14638
// - ImGuiDockNodeSettings
14639
// - ImGuiDockContext
14640
//-----------------------------------------------------------------------------
14641
14642
enum ImGuiDockRequestType
14643
{
14644
    ImGuiDockRequestType_None = 0,
14645
    ImGuiDockRequestType_Dock,
14646
    ImGuiDockRequestType_Undock,
14647
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
14648
};
14649
14650
struct ImGuiDockRequest
14651
{
14652
    ImGuiDockRequestType    Type;
14653
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
14654
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
14655
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
14656
    ImGuiDir                DockSplitDir;
14657
    float                   DockSplitRatio;
14658
    bool                    DockSplitOuter;
14659
    ImGuiWindow*            UndockTargetWindow;
14660
    ImGuiDockNode*          UndockTargetNode;
14661
14662
    ImGuiDockRequest()
14663
0
    {
14664
0
        Type = ImGuiDockRequestType_None;
14665
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
14666
0
        DockTargetNode = UndockTargetNode = NULL;
14667
0
        DockSplitDir = ImGuiDir_None;
14668
0
        DockSplitRatio = 0.5f;
14669
0
        DockSplitOuter = false;
14670
0
    }
14671
};
14672
14673
struct ImGuiDockPreviewData
14674
{
14675
    ImGuiDockNode   FutureNode;
14676
    bool            IsDropAllowed;
14677
    bool            IsCenterAvailable;
14678
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
14679
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
14680
    ImGuiDockNode*  SplitNode;
14681
    ImGuiDir        SplitDir;
14682
    float           SplitRatio;
14683
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
14684
14685
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
14686
};
14687
14688
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
14689
struct ImGuiDockNodeSettings
14690
{
14691
    ImGuiID             ID;
14692
    ImGuiID             ParentNodeId;
14693
    ImGuiID             ParentWindowId;
14694
    ImGuiID             SelectedTabId;
14695
    signed char         SplitAxis;
14696
    char                Depth;
14697
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
14698
    ImVec2ih            Pos;
14699
    ImVec2ih            Size;
14700
    ImVec2ih            SizeRef;
14701
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
14702
};
14703
14704
//-----------------------------------------------------------------------------
14705
// Docking: Forward Declarations
14706
//-----------------------------------------------------------------------------
14707
14708
namespace ImGui
14709
{
14710
    // ImGuiDockContext
14711
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
14712
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
14713
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
14714
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
14715
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
14716
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
14717
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
14718
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
14719
14720
    // ImGuiDockNode
14721
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
14722
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
14723
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
14724
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
14725
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
14726
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
14727
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
14728
    static void             DockNodeUpdate(ImGuiDockNode* node);
14729
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
14730
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
14731
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
14732
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
14733
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
14734
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
14735
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
14736
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
14737
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
14738
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
14739
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
14740
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
14741
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
14742
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
14743
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
14744
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
14745
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
14746
14747
    // ImGuiDockNode tree manipulations
14748
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
14749
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
14750
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
14751
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
14752
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
14753
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
14754
14755
    // Settings
14756
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
14757
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
14758
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
14759
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
14760
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
14761
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
14762
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
14763
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
14764
}
14765
14766
//-----------------------------------------------------------------------------
14767
// Docking: ImGuiDockContext
14768
//-----------------------------------------------------------------------------
14769
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
14770
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
14771
// At boot time only, we run a simple GC to remove nodes that have no references.
14772
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
14773
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
14774
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
14775
//-----------------------------------------------------------------------------
14776
// - DockContextInitialize()
14777
// - DockContextShutdown()
14778
// - DockContextClearNodes()
14779
// - DockContextRebuildNodes()
14780
// - DockContextNewFrameUpdateUndocking()
14781
// - DockContextNewFrameUpdateDocking()
14782
// - DockContextEndFrame()
14783
// - DockContextFindNodeByID()
14784
// - DockContextBindNodeToWindow()
14785
// - DockContextGenNodeID()
14786
// - DockContextAddNode()
14787
// - DockContextRemoveNode()
14788
// - ImGuiDockContextPruneNodeData
14789
// - DockContextPruneUnusedSettingsNodes()
14790
// - DockContextBuildNodesFromSettings()
14791
// - DockContextBuildAddWindowsToNodes()
14792
//-----------------------------------------------------------------------------
14793
14794
void ImGui::DockContextInitialize(ImGuiContext* ctx)
14795
1
{
14796
1
    ImGuiContext& g = *ctx;
14797
14798
    // Add .ini handle for persistent docking data
14799
1
    ImGuiSettingsHandler ini_handler;
14800
1
    ini_handler.TypeName = "Docking";
14801
1
    ini_handler.TypeHash = ImHashStr("Docking");
14802
1
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
14803
1
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
14804
1
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
14805
1
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
14806
1
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
14807
1
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
14808
1
    g.SettingsHandlers.push_back(ini_handler);
14809
14810
1
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
14811
1
}
14812
14813
void ImGui::DockContextShutdown(ImGuiContext* ctx)
14814
0
{
14815
0
    ImGuiDockContext* dc  = &ctx->DockContext;
14816
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
14817
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14818
0
            IM_DELETE(node);
14819
0
}
14820
14821
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
14822
0
{
14823
0
    IM_UNUSED(ctx);
14824
0
    IM_ASSERT(ctx == GImGui);
14825
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
14826
0
    DockBuilderRemoveNodeChildNodes(root_id);
14827
0
}
14828
14829
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
14830
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
14831
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
14832
0
{
14833
0
    ImGuiContext& g = *ctx;
14834
0
    ImGuiDockContext* dc = &ctx->DockContext;
14835
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
14836
0
    SaveIniSettingsToMemory();
14837
0
    ImGuiID root_id = 0; // Rebuild all
14838
0
    DockContextClearNodes(ctx, root_id, false);
14839
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
14840
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
14841
0
}
14842
14843
// Docking context update function, called by NewFrame()
14844
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
14845
7.58k
{
14846
7.58k
    ImGuiContext& g = *ctx;
14847
7.58k
    ImGuiDockContext* dc = &ctx->DockContext;
14848
7.58k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
14849
0
    {
14850
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
14851
0
            DockContextClearNodes(ctx, 0, true);
14852
0
        return;
14853
0
    }
14854
14855
    // Setting NoSplit at runtime merges all nodes
14856
7.58k
    if (g.IO.ConfigDockingNoSplit)
14857
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
14858
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14859
0
                if (node->IsRootNode() && node->IsSplitNode())
14860
0
                {
14861
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
14862
                    //dc->WantFullRebuild = true;
14863
0
                }
14864
14865
    // Process full rebuild
14866
#if 0
14867
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
14868
        dc->WantFullRebuild = true;
14869
#endif
14870
7.58k
    if (dc->WantFullRebuild)
14871
0
    {
14872
0
        DockContextRebuildNodes(ctx);
14873
0
        dc->WantFullRebuild = false;
14874
0
    }
14875
14876
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
14877
7.58k
    for (int n = 0; n < dc->Requests.Size; n++)
14878
0
    {
14879
0
        ImGuiDockRequest* req = &dc->Requests[n];
14880
0
        if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow)
14881
0
            DockContextProcessUndockWindow(ctx, req->UndockTargetWindow);
14882
0
        else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode)
14883
0
            DockContextProcessUndockNode(ctx, req->UndockTargetNode);
14884
0
    }
14885
7.58k
}
14886
14887
// Docking context update function, called by NewFrame()
14888
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
14889
7.58k
{
14890
7.58k
    ImGuiContext& g = *ctx;
14891
7.58k
    ImGuiDockContext* dc  = &ctx->DockContext;
14892
7.58k
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
14893
0
        return;
14894
14895
    // [DEBUG] Store hovered dock node.
14896
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
14897
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
14898
7.58k
    g.DebugHoveredDockNode = NULL;
14899
7.58k
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
14900
237
    {
14901
237
        if (hovered_window->DockNodeAsHost)
14902
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
14903
237
        else if (hovered_window->RootWindow->DockNode)
14904
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
14905
237
    }
14906
14907
    // Process Docking requests
14908
7.58k
    for (int n = 0; n < dc->Requests.Size; n++)
14909
0
        if (dc->Requests[n].Type == ImGuiDockRequestType_Dock)
14910
0
            DockContextProcessDock(ctx, &dc->Requests[n]);
14911
7.58k
    dc->Requests.resize(0);
14912
14913
    // Create windows for each automatic docking nodes
14914
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
14915
7.58k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
14916
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14917
0
            if (node->IsFloatingNode())
14918
0
                DockNodeUpdate(node);
14919
7.58k
}
14920
14921
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
14922
7.58k
{
14923
    // Draw backgrounds of node missing their window
14924
7.58k
    ImGuiContext& g = *ctx;
14925
7.58k
    ImGuiDockContext* dc = &g.DockContext;
14926
7.58k
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
14927
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14928
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
14929
0
            {
14930
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
14931
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE);
14932
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
14933
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
14934
0
            }
14935
7.58k
}
14936
14937
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
14938
0
{
14939
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
14940
0
}
14941
14942
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
14943
0
{
14944
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
14945
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
14946
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
14947
0
    ImGuiID id = 0x0001;
14948
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
14949
0
        id++;
14950
0
    return id;
14951
0
}
14952
14953
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
14954
0
{
14955
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
14956
0
    ImGuiContext& g = *ctx;
14957
0
    if (id == 0)
14958
0
        id = DockContextGenNodeID(ctx);
14959
0
    else
14960
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
14961
14962
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
14963
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
14964
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
14965
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
14966
0
    return node;
14967
0
}
14968
14969
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
14970
0
{
14971
0
    ImGuiContext& g = *ctx;
14972
0
    ImGuiDockContext* dc  = &ctx->DockContext;
14973
14974
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
14975
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
14976
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
14977
0
    IM_ASSERT(node->Windows.Size == 0);
14978
14979
0
    if (node->HostWindow)
14980
0
        node->HostWindow->DockNodeAsHost = NULL;
14981
14982
0
    ImGuiDockNode* parent_node = node->ParentNode;
14983
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
14984
0
    if (merge)
14985
0
    {
14986
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
14987
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
14988
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
14989
0
    }
14990
0
    else
14991
0
    {
14992
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
14993
0
            if (parent_node->ChildNodes[n] == node)
14994
0
                node->ParentNode->ChildNodes[n] = NULL;
14995
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
14996
0
        IM_DELETE(node);
14997
0
    }
14998
0
}
14999
15000
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15001
0
{
15002
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15003
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15004
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15005
0
}
15006
15007
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15008
struct ImGuiDockContextPruneNodeData
15009
{
15010
    int         CountWindows, CountChildWindows, CountChildNodes;
15011
    ImGuiID     RootId;
15012
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15013
};
15014
15015
// Garbage collect unused nodes (run once at init time)
15016
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15017
0
{
15018
0
    ImGuiContext& g = *ctx;
15019
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15020
0
    IM_ASSERT(g.Windows.Size == 0);
15021
15022
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15023
0
    pool.Reserve(dc->NodesSettings.Size);
15024
15025
    // Count child nodes and compute RootID
15026
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15027
0
    {
15028
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15029
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15030
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15031
0
        if (settings->ParentNodeId)
15032
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15033
0
    }
15034
15035
    // Count reference to dock ids from dockspaces
15036
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15037
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15038
0
    {
15039
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15040
0
        if (settings->ParentWindowId != 0)
15041
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15042
0
                if (window_settings->DockId)
15043
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15044
0
                        data->CountChildNodes++;
15045
0
    }
15046
15047
    // Count reference to dock ids from window settings
15048
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15049
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15050
0
        if (ImGuiID dock_id = settings->DockId)
15051
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15052
0
            {
15053
0
                data->CountWindows++;
15054
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15055
0
                    data_root->CountChildWindows++;
15056
0
            }
15057
15058
    // Prune
15059
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15060
0
    {
15061
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15062
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15063
0
        if (data->CountWindows > 1)
15064
0
            continue;
15065
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15066
15067
0
        bool remove = false;
15068
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15069
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15070
0
        remove |= (data_root->CountChildWindows == 0);
15071
0
        if (remove)
15072
0
        {
15073
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15074
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15075
0
            settings->ID = 0;
15076
0
        }
15077
0
    }
15078
0
}
15079
15080
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
15081
0
{
15082
    // Build nodes
15083
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
15084
0
    {
15085
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
15086
0
        if (settings->ID == 0)
15087
0
            continue;
15088
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
15089
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
15090
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
15091
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
15092
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
15093
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
15094
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
15095
0
            node->ParentNode->ChildNodes[0] = node;
15096
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
15097
0
            node->ParentNode->ChildNodes[1] = node;
15098
0
        node->SelectedTabId = settings->SelectedTabId;
15099
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
15100
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
15101
15102
        // Bind host window immediately if it already exist (in case of a rebuild)
15103
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
15104
0
        char host_window_title[20];
15105
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
15106
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
15107
0
    }
15108
0
}
15109
15110
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
15111
0
{
15112
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
15113
0
    ImGuiContext& g = *ctx;
15114
0
    for (int n = 0; n < g.Windows.Size; n++)
15115
0
    {
15116
0
        ImGuiWindow* window = g.Windows[n];
15117
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
15118
0
            continue;
15119
0
        if (window->DockNode != NULL)
15120
0
            continue;
15121
15122
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
15123
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
15124
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
15125
0
            DockNodeAddWindow(node, window, true);
15126
0
    }
15127
0
}
15128
15129
//-----------------------------------------------------------------------------
15130
// Docking: ImGuiDockContext Docking/Undocking functions
15131
//-----------------------------------------------------------------------------
15132
// - DockContextQueueDock()
15133
// - DockContextQueueUndockWindow()
15134
// - DockContextQueueUndockNode()
15135
// - DockContextQueueNotifyRemovedNode()
15136
// - DockContextProcessDock()
15137
// - DockContextProcessUndockWindow()
15138
// - DockContextProcessUndockNode()
15139
// - DockContextCalcDropPosForDocking()
15140
//-----------------------------------------------------------------------------
15141
15142
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
15143
0
{
15144
0
    IM_ASSERT(target != payload);
15145
0
    ImGuiDockRequest req;
15146
0
    req.Type = ImGuiDockRequestType_Dock;
15147
0
    req.DockTargetWindow = target;
15148
0
    req.DockTargetNode = target_node;
15149
0
    req.DockPayload = payload;
15150
0
    req.DockSplitDir = split_dir;
15151
0
    req.DockSplitRatio = split_ratio;
15152
0
    req.DockSplitOuter = split_outer;
15153
0
    ctx->DockContext.Requests.push_back(req);
15154
0
}
15155
15156
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15157
0
{
15158
0
    ImGuiDockRequest req;
15159
0
    req.Type = ImGuiDockRequestType_Undock;
15160
0
    req.UndockTargetWindow = window;
15161
0
    ctx->DockContext.Requests.push_back(req);
15162
0
}
15163
15164
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15165
0
{
15166
0
    ImGuiDockRequest req;
15167
0
    req.Type = ImGuiDockRequestType_Undock;
15168
0
    req.UndockTargetNode = node;
15169
0
    ctx->DockContext.Requests.push_back(req);
15170
0
}
15171
15172
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15173
0
{
15174
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15175
0
    for (int n = 0; n < dc->Requests.Size; n++)
15176
0
        if (dc->Requests[n].DockTargetNode == node)
15177
0
            dc->Requests[n].Type = ImGuiDockRequestType_None;
15178
0
}
15179
15180
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15181
0
{
15182
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15183
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15184
15185
0
    ImGuiContext& g = *ctx;
15186
0
    IM_UNUSED(g);
15187
15188
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15189
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15190
0
    ImGuiDockNode* node = req->DockTargetNode;
15191
0
    if (payload_window)
15192
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15193
0
    else
15194
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15195
15196
    // Decide which Tab will be selected at the end of the operation
15197
0
    ImGuiID next_selected_id = 0;
15198
0
    ImGuiDockNode* payload_node = NULL;
15199
0
    if (payload_window)
15200
0
    {
15201
0
        payload_node = payload_window->DockNodeAsHost;
15202
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15203
0
        if (payload_node && payload_node->IsLeafNode())
15204
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15205
0
        if (payload_node == NULL)
15206
0
            next_selected_id = payload_window->TabId;
15207
0
    }
15208
15209
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15210
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15211
0
    if (node)
15212
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15213
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15214
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15215
15216
    // Create new node and add existing window to it
15217
0
    if (node == NULL)
15218
0
    {
15219
0
        node = DockContextAddNode(ctx, 0);
15220
0
        node->Pos = target_window->Pos;
15221
0
        node->Size = target_window->Size;
15222
0
        if (target_window->DockNodeAsHost == NULL)
15223
0
        {
15224
0
            DockNodeAddWindow(node, target_window, true);
15225
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15226
0
            target_window->DockIsActive = true;
15227
0
        }
15228
0
    }
15229
15230
0
    ImGuiDir split_dir = req->DockSplitDir;
15231
0
    if (split_dir != ImGuiDir_None)
15232
0
    {
15233
        // Split into two, one side will be our payload node unless we are dropping a loose window
15234
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15235
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15236
0
        const float split_ratio = req->DockSplitRatio;
15237
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15238
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15239
0
        new_node->HostWindow = node->HostWindow;
15240
0
        node = new_node;
15241
0
    }
15242
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15243
15244
0
    if (node != payload_node)
15245
0
    {
15246
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15247
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15248
0
        {
15249
0
            DockNodeAddTabBar(node);
15250
0
            for (int n = 0; n < node->Windows.Size; n++)
15251
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15252
0
        }
15253
15254
0
        if (payload_node != NULL)
15255
0
        {
15256
            // Transfer full payload node (with 1+ child windows or child nodes)
15257
0
            if (payload_node->IsSplitNode())
15258
0
            {
15259
0
                if (node->Windows.Size > 0)
15260
0
                {
15261
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15262
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15263
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15264
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15265
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15266
0
                    if (visible_node->TabBar)
15267
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15268
0
                    DockNodeMoveWindows(node, visible_node);
15269
0
                    DockNodeMoveWindows(visible_node, node);
15270
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15271
0
                }
15272
0
                if (node->IsCentralNode())
15273
0
                {
15274
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15275
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15276
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15277
0
                    IM_ASSERT(last_focused_node != NULL);
15278
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15279
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15280
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15281
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15282
0
                    last_focused_root_node->CentralNode = last_focused_node;
15283
0
                }
15284
15285
0
                IM_ASSERT(node->Windows.Size == 0);
15286
0
                DockNodeMoveChildNodes(node, payload_node);
15287
0
            }
15288
0
            else
15289
0
            {
15290
0
                const ImGuiID payload_dock_id = payload_node->ID;
15291
0
                DockNodeMoveWindows(node, payload_node);
15292
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15293
0
            }
15294
0
            DockContextRemoveNode(ctx, payload_node, true);
15295
0
        }
15296
0
        else if (payload_window)
15297
0
        {
15298
            // Transfer single window
15299
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15300
0
            node->VisibleWindow = payload_window;
15301
0
            DockNodeAddWindow(node, payload_window, true);
15302
0
            if (payload_dock_id != 0)
15303
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15304
0
        }
15305
0
    }
15306
0
    else
15307
0
    {
15308
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15309
0
        node->WantHiddenTabBarUpdate = true;
15310
0
    }
15311
15312
    // Update selection immediately
15313
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15314
0
        tab_bar->NextSelectedTabId = next_selected_id;
15315
0
    MarkIniSettingsDirty();
15316
0
}
15317
15318
// Problem:
15319
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15320
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15321
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15322
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15323
// Solution:
15324
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15325
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15326
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15327
0
{
15328
0
    if (ref_viewport == NULL)
15329
0
        return size;
15330
15331
0
    ImGuiContext& g = *GImGui;
15332
0
    ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f);
15333
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15334
0
    {
15335
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15336
0
        max_size = ImFloor(monitor->WorkSize * 0.90f);
15337
0
    }
15338
0
    return ImMin(size, max_size);
15339
0
}
15340
15341
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15342
0
{
15343
0
    ImGuiContext& g = *ctx;
15344
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15345
0
    if (window->DockNode)
15346
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15347
0
    else
15348
0
        window->DockId = 0;
15349
0
    window->Collapsed = false;
15350
0
    window->DockIsActive = false;
15351
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15352
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15353
15354
0
    MarkIniSettingsDirty();
15355
0
}
15356
15357
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15358
0
{
15359
0
    ImGuiContext& g = *ctx;
15360
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
15361
0
    IM_ASSERT(node->IsLeafNode());
15362
0
    IM_ASSERT(node->Windows.Size >= 1);
15363
15364
0
    if (node->IsRootNode() || node->IsCentralNode())
15365
0
    {
15366
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
15367
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
15368
0
        new_node->Pos = node->Pos;
15369
0
        new_node->Size = node->Size;
15370
0
        new_node->SizeRef = node->SizeRef;
15371
0
        DockNodeMoveWindows(new_node, node);
15372
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
15373
0
        node = new_node;
15374
0
    }
15375
0
    else
15376
0
    {
15377
        // Otherwise extract our node and merge our sibling back into the parent node.
15378
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15379
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
15380
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
15381
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
15382
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
15383
0
        node->ParentNode = NULL;
15384
0
    }
15385
0
    for (int n = 0; n < node->Windows.Size; n++)
15386
0
    {
15387
0
        ImGuiWindow* window = node->Windows[n];
15388
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15389
0
        if (window->ParentWindow)
15390
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
15391
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
15392
0
    }
15393
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
15394
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
15395
0
    node->WantMouseMove = true;
15396
0
    MarkIniSettingsDirty();
15397
0
}
15398
15399
// This is mostly used for automation.
15400
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
15401
0
{
15402
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
15403
    // (which would be functionally identical) we only show the outer one. Reflect this here.
15404
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
15405
0
        split_outer = true;
15406
0
    ImGuiDockPreviewData split_data;
15407
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
15408
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
15409
0
        return false;
15410
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
15411
0
    return true;
15412
0
}
15413
15414
//-----------------------------------------------------------------------------
15415
// Docking: ImGuiDockNode
15416
//-----------------------------------------------------------------------------
15417
// - DockNodeGetTabOrder()
15418
// - DockNodeAddWindow()
15419
// - DockNodeRemoveWindow()
15420
// - DockNodeMoveChildNodes()
15421
// - DockNodeMoveWindows()
15422
// - DockNodeApplyPosSizeToWindows()
15423
// - DockNodeHideHostWindow()
15424
// - ImGuiDockNodeFindInfoResults
15425
// - DockNodeFindInfo()
15426
// - DockNodeFindWindowByID()
15427
// - DockNodeUpdateFlagsAndCollapse()
15428
// - DockNodeUpdateHasCentralNodeFlag()
15429
// - DockNodeUpdateVisibleFlag()
15430
// - DockNodeStartMouseMovingWindow()
15431
// - DockNodeUpdate()
15432
// - DockNodeUpdateWindowMenu()
15433
// - DockNodeBeginAmendTabBar()
15434
// - DockNodeEndAmendTabBar()
15435
// - DockNodeUpdateTabBar()
15436
// - DockNodeAddTabBar()
15437
// - DockNodeRemoveTabBar()
15438
// - DockNodeIsDropAllowedOne()
15439
// - DockNodeIsDropAllowed()
15440
// - DockNodeCalcTabBarLayout()
15441
// - DockNodeCalcSplitRects()
15442
// - DockNodeCalcDropRectsAndTestMousePos()
15443
// - DockNodePreviewDockSetup()
15444
// - DockNodePreviewDockRender()
15445
//-----------------------------------------------------------------------------
15446
15447
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
15448
0
{
15449
0
    ID = id;
15450
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
15451
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
15452
0
    TabBar = NULL;
15453
0
    SplitAxis = ImGuiAxis_None;
15454
15455
0
    State = ImGuiDockNodeState_Unknown;
15456
0
    LastBgColor = IM_COL32_WHITE;
15457
0
    HostWindow = VisibleWindow = NULL;
15458
0
    CentralNode = OnlyNodeWithWindows = NULL;
15459
0
    CountNodeWithWindows = 0;
15460
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
15461
0
    LastFocusedNodeId = 0;
15462
0
    SelectedTabId = 0;
15463
0
    WantCloseTabId = 0;
15464
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
15465
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
15466
0
    IsVisible = true;
15467
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
15468
0
    IsBgDrawnThisFrame = false;
15469
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
15470
0
}
15471
15472
ImGuiDockNode::~ImGuiDockNode()
15473
0
{
15474
0
    IM_DELETE(TabBar);
15475
0
    TabBar = NULL;
15476
0
    ChildNodes[0] = ChildNodes[1] = NULL;
15477
0
}
15478
15479
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
15480
0
{
15481
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
15482
0
    if (tab_bar == NULL)
15483
0
        return -1;
15484
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
15485
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
15486
0
}
15487
15488
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
15489
0
{
15490
0
    window->Hidden = true;
15491
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
15492
0
}
15493
15494
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
15495
0
{
15496
0
    ImGuiContext& g = *GImGui; (void)g;
15497
0
    if (window->DockNode)
15498
0
    {
15499
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
15500
0
        IM_ASSERT(window->DockNode->ID != node->ID);
15501
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
15502
0
    }
15503
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
15504
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15505
15506
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
15507
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
15508
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
15509
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
15510
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
15511
15512
0
    node->Windows.push_back(window);
15513
0
    node->WantHiddenTabBarUpdate = true;
15514
0
    window->DockNode = node;
15515
0
    window->DockId = node->ID;
15516
0
    window->DockIsActive = (node->Windows.Size > 1);
15517
0
    window->DockTabWantClose = false;
15518
15519
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
15520
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
15521
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
15522
0
    {
15523
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
15524
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
15525
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
15526
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
15527
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
15528
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
15529
0
    }
15530
15531
    // Add to tab bar if requested
15532
0
    if (add_to_tab_bar)
15533
0
    {
15534
0
        if (node->TabBar == NULL)
15535
0
        {
15536
0
            DockNodeAddTabBar(node);
15537
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
15538
15539
            // Add existing windows
15540
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
15541
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15542
0
        }
15543
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
15544
0
    }
15545
15546
0
    DockNodeUpdateVisibleFlag(node);
15547
15548
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
15549
0
    if (node->HostWindow)
15550
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
15551
0
}
15552
15553
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
15554
0
{
15555
0
    ImGuiContext& g = *GImGui;
15556
0
    IM_ASSERT(window->DockNode == node);
15557
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
15558
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
15559
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
15560
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15561
15562
0
    window->DockNode = NULL;
15563
0
    window->DockIsActive = window->DockTabWantClose = false;
15564
0
    window->DockId = save_dock_id;
15565
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15566
0
    if (window->ParentWindow)
15567
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
15568
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
15569
15570
    // Remove window
15571
0
    bool erased = false;
15572
0
    for (int n = 0; n < node->Windows.Size; n++)
15573
0
        if (node->Windows[n] == window)
15574
0
        {
15575
0
            node->Windows.erase(node->Windows.Data + n);
15576
0
            erased = true;
15577
0
            break;
15578
0
        }
15579
0
    if (!erased)
15580
0
        IM_ASSERT(erased);
15581
0
    if (node->VisibleWindow == window)
15582
0
        node->VisibleWindow = NULL;
15583
15584
    // Remove tab and possibly tab bar
15585
0
    node->WantHiddenTabBarUpdate = true;
15586
0
    if (node->TabBar)
15587
0
    {
15588
0
        TabBarRemoveTab(node->TabBar, window->TabId);
15589
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
15590
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
15591
0
            DockNodeRemoveTabBar(node);
15592
0
    }
15593
15594
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
15595
0
    {
15596
        // Automatic dock node delete themselves if they are not holding at least one tab
15597
0
        DockContextRemoveNode(&g, node, true);
15598
0
        return;
15599
0
    }
15600
15601
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
15602
0
    {
15603
0
        ImGuiWindow* remaining_window = node->Windows[0];
15604
0
        if (node->HostWindow->ViewportOwned && node->IsRootNode())
15605
0
        {
15606
            // Transfer viewport back to the remaining loose window
15607
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X=>%08X for Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, remaining_window->ID, remaining_window->Name);
15608
0
            IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow);
15609
0
            node->HostWindow->Viewport->Window = remaining_window;
15610
0
            node->HostWindow->Viewport->ID = remaining_window->ID;
15611
0
        }
15612
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
15613
0
    }
15614
15615
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
15616
0
    DockNodeUpdateVisibleFlag(node);
15617
0
}
15618
15619
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15620
0
{
15621
0
    IM_ASSERT(dst_node->Windows.Size == 0);
15622
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
15623
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
15624
0
    if (dst_node->ChildNodes[0])
15625
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
15626
0
    if (dst_node->ChildNodes[1])
15627
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
15628
0
    dst_node->SplitAxis = src_node->SplitAxis;
15629
0
    dst_node->SizeRef = src_node->SizeRef;
15630
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
15631
0
}
15632
15633
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15634
0
{
15635
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
15636
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
15637
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
15638
0
    if (src_tab_bar != NULL)
15639
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
15640
15641
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
15642
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
15643
0
    if (move_tab_bar)
15644
0
    {
15645
0
        dst_node->TabBar = src_node->TabBar;
15646
0
        src_node->TabBar = NULL;
15647
0
    }
15648
15649
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
15650
0
    for (ImGuiWindow* window : src_node->Windows)
15651
0
    {
15652
0
        window->DockNode = NULL;
15653
0
        window->DockIsActive = false;
15654
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
15655
0
    }
15656
0
    src_node->Windows.clear();
15657
15658
0
    if (!move_tab_bar && src_node->TabBar)
15659
0
    {
15660
0
        if (dst_node->TabBar)
15661
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
15662
0
        DockNodeRemoveTabBar(src_node);
15663
0
    }
15664
0
}
15665
15666
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
15667
0
{
15668
0
    for (int n = 0; n < node->Windows.Size; n++)
15669
0
    {
15670
0
        SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
15671
0
        SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always);
15672
0
    }
15673
0
}
15674
15675
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
15676
0
{
15677
0
    if (node->HostWindow)
15678
0
    {
15679
0
        if (node->HostWindow->DockNodeAsHost == node)
15680
0
            node->HostWindow->DockNodeAsHost = NULL;
15681
0
        node->HostWindow = NULL;
15682
0
    }
15683
15684
0
    if (node->Windows.Size == 1)
15685
0
    {
15686
0
        node->VisibleWindow = node->Windows[0];
15687
0
        node->Windows[0]->DockIsActive = false;
15688
0
    }
15689
15690
0
    if (node->TabBar)
15691
0
        DockNodeRemoveTabBar(node);
15692
0
}
15693
15694
// Search function called once by root node in DockNodeUpdate()
15695
struct ImGuiDockNodeTreeInfo
15696
{
15697
    ImGuiDockNode*      CentralNode;
15698
    ImGuiDockNode*      FirstNodeWithWindows;
15699
    int                 CountNodesWithWindows;
15700
    //ImGuiWindowClass  WindowClassForMerges;
15701
15702
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
15703
};
15704
15705
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
15706
0
{
15707
0
    if (node->Windows.Size > 0)
15708
0
    {
15709
0
        if (info->FirstNodeWithWindows == NULL)
15710
0
            info->FirstNodeWithWindows = node;
15711
0
        info->CountNodesWithWindows++;
15712
0
    }
15713
0
    if (node->IsCentralNode())
15714
0
    {
15715
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
15716
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
15717
0
        info->CentralNode = node;
15718
0
    }
15719
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
15720
0
        return;
15721
0
    if (node->ChildNodes[0])
15722
0
        DockNodeFindInfo(node->ChildNodes[0], info);
15723
0
    if (node->ChildNodes[1])
15724
0
        DockNodeFindInfo(node->ChildNodes[1], info);
15725
0
}
15726
15727
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
15728
0
{
15729
0
    IM_ASSERT(id != 0);
15730
0
    for (int n = 0; n < node->Windows.Size; n++)
15731
0
        if (node->Windows[n]->ID == id)
15732
0
            return node->Windows[n];
15733
0
    return NULL;
15734
0
}
15735
15736
// - Remove inactive windows/nodes.
15737
// - Update visibility flag.
15738
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
15739
0
{
15740
0
    ImGuiContext& g = *GImGui;
15741
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15742
15743
    // Inherit most flags
15744
0
    if (node->ParentNode)
15745
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
15746
15747
    // Recurse into children
15748
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
15749
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
15750
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
15751
0
    node->HasCentralNodeChild = false;
15752
0
    if (node->ChildNodes[0])
15753
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
15754
0
    if (node->ChildNodes[1])
15755
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
15756
15757
    // Remove inactive windows, collapse nodes
15758
    // Merge node flags overrides stored in windows
15759
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
15760
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
15761
0
    {
15762
0
        ImGuiWindow* window = node->Windows[window_n];
15763
0
        IM_ASSERT(window->DockNode == node);
15764
15765
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
15766
0
        bool remove = false;
15767
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
15768
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
15769
0
        remove |= (window->DockTabWantClose);
15770
0
        if (remove)
15771
0
        {
15772
0
            window->DockTabWantClose = false;
15773
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
15774
0
            {
15775
0
                DockNodeHideHostWindow(node);
15776
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
15777
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
15778
0
                return;
15779
0
            }
15780
0
            DockNodeRemoveWindow(node, window, node->ID);
15781
0
            window_n--;
15782
0
            continue;
15783
0
        }
15784
15785
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
15786
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
15787
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
15788
0
    }
15789
0
    node->UpdateMergedFlags();
15790
15791
    // Auto-hide tab bar option
15792
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
15793
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
15794
0
        node->WantHiddenTabBarToggle = true;
15795
0
    node->WantHiddenTabBarUpdate = false;
15796
15797
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
15798
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
15799
0
        node->WantHiddenTabBarToggle = false;
15800
15801
    // Apply toggles at a single point of the frame (here!)
15802
0
    if (node->Windows.Size > 1)
15803
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15804
0
    else if (node->WantHiddenTabBarToggle)
15805
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
15806
0
    node->WantHiddenTabBarToggle = false;
15807
15808
0
    DockNodeUpdateVisibleFlag(node);
15809
0
}
15810
15811
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
15812
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
15813
0
{
15814
0
    node->HasCentralNodeChild = false;
15815
0
    if (node->ChildNodes[0])
15816
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
15817
0
    if (node->ChildNodes[1])
15818
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
15819
0
    if (node->IsRootNode())
15820
0
    {
15821
0
        ImGuiDockNode* mark_node = node->CentralNode;
15822
0
        while (mark_node)
15823
0
        {
15824
0
            mark_node->HasCentralNodeChild = true;
15825
0
            mark_node = mark_node->ParentNode;
15826
0
        }
15827
0
    }
15828
0
}
15829
15830
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
15831
0
{
15832
    // Update visibility flag
15833
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
15834
0
    is_visible |= (node->Windows.Size > 0);
15835
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
15836
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
15837
0
    node->IsVisible = is_visible;
15838
0
}
15839
15840
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
15841
0
{
15842
0
    ImGuiContext& g = *GImGui;
15843
0
    IM_ASSERT(node->WantMouseMove == true);
15844
0
    StartMouseMovingWindow(window);
15845
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
15846
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
15847
0
    node->WantMouseMove = false;
15848
0
}
15849
15850
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
15851
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
15852
0
{
15853
0
    DockNodeUpdateFlagsAndCollapse(node);
15854
15855
    // - Setup central node pointers
15856
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
15857
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
15858
0
    ImGuiDockNodeTreeInfo info;
15859
0
    DockNodeFindInfo(node, &info);
15860
0
    node->CentralNode = info.CentralNode;
15861
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
15862
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
15863
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
15864
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
15865
15866
    // Copy the window class from of our first window so it can be used for proper dock filtering.
15867
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
15868
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
15869
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
15870
0
    {
15871
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
15872
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
15873
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
15874
0
            {
15875
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
15876
0
                break;
15877
0
            }
15878
0
    }
15879
15880
0
    ImGuiDockNode* mark_node = node->CentralNode;
15881
0
    while (mark_node)
15882
0
    {
15883
0
        mark_node->HasCentralNodeChild = true;
15884
0
        mark_node = mark_node->ParentNode;
15885
0
    }
15886
0
}
15887
15888
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
15889
0
{
15890
    // Remove ourselves from any previous different host window
15891
    // This can happen if a user mistakenly does (see #4295 for details):
15892
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
15893
    //  - N+1: NewFrame()                   // will create floating host window for that node
15894
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
15895
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
15896
0
        node->HostWindow->DockNodeAsHost = NULL;
15897
15898
0
    host_window->DockNodeAsHost = node;
15899
0
    node->HostWindow = host_window;
15900
0
}
15901
15902
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
15903
0
{
15904
0
    ImGuiContext& g = *GImGui;
15905
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
15906
0
    node->LastFrameAlive = g.FrameCount;
15907
0
    node->IsBgDrawnThisFrame = false;
15908
15909
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
15910
0
    if (node->IsRootNode())
15911
0
        DockNodeUpdateForRootNode(node);
15912
15913
    // Remove tab bar if not needed
15914
0
    if (node->TabBar && node->IsNoTabBar())
15915
0
        DockNodeRemoveTabBar(node);
15916
15917
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
15918
0
    bool want_to_hide_host_window = false;
15919
0
    if (node->IsFloatingNode())
15920
0
    {
15921
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
15922
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
15923
0
                want_to_hide_host_window = true;
15924
0
        if (node->CountNodeWithWindows == 0)
15925
0
            want_to_hide_host_window = true;
15926
0
    }
15927
0
    if (want_to_hide_host_window)
15928
0
    {
15929
0
        if (node->Windows.Size == 1)
15930
0
        {
15931
            // Floating window pos/size is authoritative
15932
0
            ImGuiWindow* single_window = node->Windows[0];
15933
0
            node->Pos = single_window->Pos;
15934
0
            node->Size = single_window->SizeFull;
15935
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
15936
15937
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
15938
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
15939
0
                FocusWindow(single_window);
15940
0
            if (node->HostWindow)
15941
0
            {
15942
0
                single_window->Viewport = node->HostWindow->Viewport;
15943
0
                single_window->ViewportId = node->HostWindow->ViewportId;
15944
0
                if (node->HostWindow->ViewportOwned)
15945
0
                {
15946
0
                    single_window->Viewport->Window = single_window;
15947
0
                    single_window->ViewportOwned = true;
15948
0
                }
15949
0
            }
15950
0
        }
15951
15952
0
        DockNodeHideHostWindow(node);
15953
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
15954
0
        node->WantCloseAll = false;
15955
0
        node->WantCloseTabId = 0;
15956
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
15957
0
        node->LastFrameActive = g.FrameCount;
15958
15959
0
        if (node->WantMouseMove && node->Windows.Size == 1)
15960
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
15961
0
        return;
15962
0
    }
15963
15964
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
15965
    // while the expected visible window is resizing itself.
15966
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
15967
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
15968
    //   N+0: Begin(): window created (with no known size), node is created
15969
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
15970
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
15971
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
15972
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
15973
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
15974
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
15975
0
    {
15976
0
        IM_ASSERT(node->Windows.Size > 0);
15977
0
        ImGuiWindow* ref_window = NULL;
15978
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
15979
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
15980
0
        if (ref_window == NULL)
15981
0
            ref_window = node->Windows[0];
15982
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
15983
0
        {
15984
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
15985
0
            return;
15986
0
        }
15987
0
    }
15988
15989
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
15990
15991
    // Decide if the node will have a close button and a window menu button
15992
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
15993
0
    node->HasCloseButton = false;
15994
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
15995
0
    {
15996
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
15997
0
        ImGuiWindow* window = node->Windows[window_n];
15998
0
        node->HasCloseButton |= window->HasCloseButton;
15999
0
        window->DockIsActive = (node->Windows.Size > 1);
16000
0
    }
16001
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16002
0
        node->HasCloseButton = false;
16003
16004
    // Bind or create host window
16005
0
    ImGuiWindow* host_window = NULL;
16006
0
    bool beginned_into_host_window = false;
16007
0
    if (node->IsDockSpace())
16008
0
    {
16009
        // [Explicit root dockspace node]
16010
0
        IM_ASSERT(node->HostWindow);
16011
0
        host_window = node->HostWindow;
16012
0
    }
16013
0
    else
16014
0
    {
16015
        // [Automatic root or child nodes]
16016
0
        if (node->IsRootNode() && node->IsVisible)
16017
0
        {
16018
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16019
16020
            // Sync Pos
16021
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16022
0
                SetNextWindowPos(ref_window->Pos);
16023
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16024
0
                SetNextWindowPos(node->Pos);
16025
16026
            // Sync Size
16027
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16028
0
                SetNextWindowSize(ref_window->SizeFull);
16029
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16030
0
                SetNextWindowSize(node->Size);
16031
16032
            // Sync Collapsed
16033
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16034
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16035
16036
            // Sync Viewport
16037
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16038
0
                SetNextWindowViewport(ref_window->ViewportId);
16039
16040
0
            SetNextWindowClass(&node->WindowClass);
16041
16042
            // Begin into the host window
16043
0
            char window_label[20];
16044
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16045
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16046
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16047
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16048
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16049
16050
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16051
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16052
0
            Begin(window_label, NULL, window_flags);
16053
0
            PopStyleVar();
16054
0
            beginned_into_host_window = true;
16055
16056
0
            host_window = g.CurrentWindow;
16057
0
            DockNodeSetupHostWindow(node, host_window);
16058
0
            host_window->DC.CursorPos = host_window->Pos;
16059
0
            node->Pos = host_window->Pos;
16060
0
            node->Size = host_window->Size;
16061
16062
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16063
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16064
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16065
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16066
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
16067
            // after the dock host window, losing their top-most status.
16068
0
            if (node->HostWindow->Appearing)
16069
0
                BringWindowToDisplayFront(node->HostWindow);
16070
16071
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16072
0
        }
16073
0
        else if (node->ParentNode)
16074
0
        {
16075
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
16076
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16077
0
        }
16078
0
        if (node->WantMouseMove && node->HostWindow)
16079
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
16080
0
    }
16081
16082
    // Update focused node (the one whose title bar is highlight) within a node tree
16083
0
    if (node->IsSplitNode())
16084
0
        IM_ASSERT(node->TabBar == NULL);
16085
0
    if (node->IsRootNode())
16086
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
16087
0
            while (p_window != NULL && p_window->DockNode != NULL)
16088
0
            {
16089
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
16090
0
                if (p_node == node)
16091
0
                {
16092
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
16093
0
                    break;
16094
0
                }
16095
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
16096
0
            }
16097
16098
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
16099
0
    ImGuiDockNode* central_node = node->CentralNode;
16100
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
16101
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
16102
0
    if (central_node_hole)
16103
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
16104
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
16105
0
                central_node_hole_register_hit_test_hole = false;
16106
0
    if (central_node_hole_register_hit_test_hole)
16107
0
    {
16108
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
16109
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
16110
        // covering passthru node we'd have a gap on the edge not covered by the hole)
16111
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
16112
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
16113
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
16114
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
16115
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
16116
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
16117
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
16118
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
16119
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
16120
0
        if (central_node_hole && !hole_rect.IsInverted())
16121
0
        {
16122
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16123
0
            if (host_window->ParentWindow)
16124
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16125
0
        }
16126
0
    }
16127
16128
    // Update position/size, process and draw resizing splitters
16129
0
    if (node->IsRootNode() && host_window)
16130
0
    {
16131
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
16132
0
        DockNodeTreeUpdateSplitter(node);
16133
0
    }
16134
16135
    // Draw empty node background (currently can only be the Central Node)
16136
0
    if (host_window && node->IsEmpty() && node->IsVisible)
16137
0
    {
16138
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16139
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
16140
0
        if (node->LastBgColor != 0)
16141
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
16142
0
        node->IsBgDrawnThisFrame = true;
16143
0
    }
16144
16145
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
16146
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16147
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16148
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16149
0
    if (render_dockspace_bg && node->IsVisible)
16150
0
    {
16151
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16152
0
        if (central_node_hole)
16153
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16154
0
        else
16155
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16156
0
    }
16157
16158
    // Draw and populate Tab Bar
16159
0
    if (host_window)
16160
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16161
0
    if (host_window && node->Windows.Size > 0)
16162
0
    {
16163
0
        DockNodeUpdateTabBar(node, host_window);
16164
0
    }
16165
0
    else
16166
0
    {
16167
0
        node->WantCloseAll = false;
16168
0
        node->WantCloseTabId = 0;
16169
0
        node->IsFocused = false;
16170
0
    }
16171
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16172
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16173
0
    else if (node->Windows.Size > 0)
16174
0
        node->SelectedTabId = node->Windows[0]->TabId;
16175
16176
    // Draw payload drop target
16177
0
    if (host_window && node->IsVisible)
16178
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16179
0
            BeginDockableDragDropTarget(host_window);
16180
16181
    // We update this after DockNodeUpdateTabBar()
16182
0
    node->LastFrameActive = g.FrameCount;
16183
16184
    // Recurse into children
16185
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16186
0
    if (host_window)
16187
0
    {
16188
0
        if (node->ChildNodes[0])
16189
0
            DockNodeUpdate(node->ChildNodes[0]);
16190
0
        if (node->ChildNodes[1])
16191
0
            DockNodeUpdate(node->ChildNodes[1]);
16192
16193
        // Render outer borders last (after the tab bar)
16194
0
        if (node->IsRootNode())
16195
0
            RenderWindowOuterBorders(host_window);
16196
0
    }
16197
16198
    // End host window
16199
0
    if (beginned_into_host_window) //-V1020
16200
0
        End();
16201
0
}
16202
16203
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16204
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16205
0
{
16206
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16207
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16208
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16209
0
        return d;
16210
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16211
0
}
16212
16213
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
16214
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
16215
// Custom overrides may want to decorate, group, sort entries.
16216
// Please note those are internal structures: if you copy this expect occasional breakage.
16217
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16218
0
{
16219
0
    IM_UNUSED(ctx);
16220
0
    if (tab_bar->Tabs.Size == 1)
16221
0
    {
16222
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
16223
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16224
0
            node->WantHiddenTabBarToggle = true;
16225
0
    }
16226
0
    else
16227
0
    {
16228
        // Display a selectable list of windows in this docking node
16229
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16230
0
        {
16231
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16232
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
16233
0
                continue;
16234
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
16235
0
                TabBarQueueFocus(tab_bar, tab);
16236
0
            SameLine();
16237
0
            Text("   ");
16238
0
        }
16239
0
    }
16240
0
}
16241
16242
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16243
0
{
16244
    // Try to position the menu so it is more likely to stays within the same viewport
16245
0
    ImGuiContext& g = *GImGui;
16246
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16247
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16248
0
    else
16249
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16250
0
    if (BeginPopup("#WindowMenu"))
16251
0
    {
16252
0
        node->IsFocused = true;
16253
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
16254
0
        EndPopup();
16255
0
    }
16256
0
}
16257
16258
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16259
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16260
0
{
16261
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16262
0
        return false;
16263
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16264
0
        return false;
16265
0
    Begin(node->HostWindow->Name);
16266
0
    PushOverrideID(node->ID);
16267
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node);
16268
0
    IM_UNUSED(ret);
16269
0
    IM_ASSERT(ret);
16270
0
    return true;
16271
0
}
16272
16273
void ImGui::DockNodeEndAmendTabBar()
16274
0
{
16275
0
    EndTabBar();
16276
0
    PopID();
16277
0
    End();
16278
0
}
16279
16280
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16281
0
{
16282
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16283
0
    ImGuiContext& g = *GImGui;
16284
0
    if (g.NavWindowingTarget)
16285
0
        return (g.NavWindowingTarget->DockNode == node);
16286
16287
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16288
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16289
0
    {
16290
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16291
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16292
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16293
0
            parent_window = parent_window->ParentWindow->RootWindow;
16294
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16295
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16296
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16297
0
                return true;
16298
0
    }
16299
0
    return false;
16300
0
}
16301
16302
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16303
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16304
0
{
16305
0
    ImGuiContext& g = *GImGui;
16306
0
    ImGuiStyle& style = g.Style;
16307
16308
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16309
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16310
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16311
0
    node->WantCloseAll = false;
16312
0
    node->WantCloseTabId = 0;
16313
16314
    // Decide if we should use a focused title bar color
16315
0
    bool is_focused = false;
16316
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16317
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16318
0
        is_focused = true;
16319
16320
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16321
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16322
0
    {
16323
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16324
0
        node->IsFocused = is_focused;
16325
0
        if (is_focused)
16326
0
            node->LastFrameFocused = g.FrameCount;
16327
0
        if (node->VisibleWindow)
16328
0
        {
16329
            // Notify root of visible window (used to display title in OS task bar)
16330
0
            if (is_focused || root_node->VisibleWindow == NULL)
16331
0
                root_node->VisibleWindow = node->VisibleWindow;
16332
0
            if (node->TabBar)
16333
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16334
0
        }
16335
0
        return;
16336
0
    }
16337
16338
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16339
0
    bool backup_skip_item = host_window->SkipItems;
16340
0
    if (!node->IsDockSpace())
16341
0
    {
16342
0
        host_window->SkipItems = false;
16343
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
16344
0
    }
16345
16346
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
16347
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
16348
    // as docked windows themselves will override the stack with their own root ID.
16349
0
    PushOverrideID(node->ID);
16350
0
    ImGuiTabBar* tab_bar = node->TabBar;
16351
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
16352
0
    if (tab_bar == NULL)
16353
0
    {
16354
0
        DockNodeAddTabBar(node);
16355
0
        tab_bar = node->TabBar;
16356
0
    }
16357
16358
0
    ImGuiID focus_tab_id = 0;
16359
0
    node->IsFocused = is_focused;
16360
16361
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16362
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
16363
16364
    // In a dock node, the Collapse Button turns into the Window Menu button.
16365
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
16366
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
16367
0
    {
16368
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
16369
0
        DockNodeWindowMenuUpdate(node, tab_bar);
16370
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
16371
0
            focus_tab_id = tab_bar->NextSelectedTabId;
16372
0
        is_focused |= node->IsFocused;
16373
0
    }
16374
16375
    // Layout
16376
0
    ImRect title_bar_rect, tab_bar_rect;
16377
0
    ImVec2 window_menu_button_pos;
16378
0
    ImVec2 close_button_pos;
16379
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
16380
16381
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
16382
0
    const int tabs_count_old = tab_bar->Tabs.Size;
16383
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16384
0
    {
16385
0
        ImGuiWindow* window = node->Windows[window_n];
16386
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
16387
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
16388
0
    }
16389
16390
    // Title bar
16391
0
    if (is_focused)
16392
0
        node->LastFrameFocused = g.FrameCount;
16393
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
16394
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE);
16395
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
16396
16397
    // Docking/Collapse button
16398
0
    if (has_window_menu_button)
16399
0
    {
16400
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
16401
0
            OpenPopup("#WindowMenu");
16402
0
        if (IsItemActive())
16403
0
            focus_tab_id = tab_bar->SelectedTabId;
16404
0
    }
16405
16406
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
16407
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
16408
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
16409
0
    {
16410
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
16411
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
16412
0
        tabs_unsorted_start = tab_n;
16413
0
    }
16414
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
16415
0
    {
16416
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
16417
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
16418
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder);
16419
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
16420
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
16421
0
    }
16422
16423
    // Apply NavWindow focus back to the tab bar
16424
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
16425
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
16426
16427
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
16428
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
16429
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
16430
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
16431
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
16432
16433
    // Begin tab bar
16434
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
16435
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;
16436
0
    if (!host_window->Collapsed && is_focused)
16437
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
16438
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node);
16439
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
16440
16441
    // Backup style colors
16442
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
16443
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16444
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
16445
16446
    // Submit actual tabs
16447
0
    node->VisibleWindow = NULL;
16448
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16449
0
    {
16450
0
        ImGuiWindow* window = node->Windows[window_n];
16451
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
16452
0
            continue;
16453
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
16454
0
        {
16455
0
            ImGuiTabItemFlags tab_item_flags = 0;
16456
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
16457
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
16458
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
16459
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
16460
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
16461
16462
            // Apply stored style overrides for the window
16463
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16464
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
16465
16466
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
16467
0
            bool tab_open = true;
16468
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
16469
0
            if (!tab_open)
16470
0
                node->WantCloseTabId = window->TabId;
16471
0
            if (tab_bar->VisibleTabId == window->TabId)
16472
0
                node->VisibleWindow = window;
16473
16474
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
16475
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
16476
0
            window->DockTabItemRect = g.LastItemData.Rect;
16477
16478
            // Update navigation ID on menu layer
16479
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
16480
0
                host_window->NavLastIds[1] = window->TabId;
16481
0
        }
16482
0
    }
16483
16484
    // Restore style colors
16485
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16486
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
16487
16488
    // Notify root of visible window (used to display title in OS task bar)
16489
0
    if (node->VisibleWindow)
16490
0
        if (is_focused || root_node->VisibleWindow == NULL)
16491
0
            root_node->VisibleWindow = node->VisibleWindow;
16492
16493
    // Close button (after VisibleWindow was updated)
16494
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
16495
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
16496
0
    const bool close_button_is_visible = node->HasCloseButton;
16497
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
16498
0
    if (close_button_is_visible)
16499
0
    {
16500
0
        if (!close_button_is_enabled)
16501
0
        {
16502
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
16503
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
16504
0
        }
16505
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
16506
0
        {
16507
0
            node->WantCloseAll = true;
16508
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
16509
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
16510
0
        }
16511
        //if (IsItemActive())
16512
        //    focus_tab_id = tab_bar->SelectedTabId;
16513
0
        if (!close_button_is_enabled)
16514
0
        {
16515
0
            PopStyleColor();
16516
0
            PopItemFlag();
16517
0
        }
16518
0
    }
16519
16520
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
16521
    // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held)
16522
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
16523
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
16524
0
    {
16525
0
        bool held;
16526
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowItemOverlap);
16527
0
        if (g.HoveredId == title_bar_id)
16528
0
        {
16529
            // ImGuiButtonFlags_AllowItemOverlap + SetItemAllowOverlap() required for appending into dock node tab bar,
16530
            // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
16531
0
            g.LastItemData.ID = title_bar_id;
16532
0
            SetItemAllowOverlap();
16533
0
        }
16534
0
        if (held)
16535
0
        {
16536
0
            if (IsMouseClicked(0))
16537
0
                focus_tab_id = tab_bar->SelectedTabId;
16538
16539
            // Forward moving request to selected window
16540
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
16541
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false);
16542
0
        }
16543
0
    }
16544
16545
    // Forward focus from host node to selected window
16546
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
16547
    //    focus_tab_id = tab_bar->SelectedTabId;
16548
16549
    // When clicked on a tab we requested focus to the docked child
16550
    // This overrides the value set by "forward focus from host node to selected window".
16551
0
    if (tab_bar->NextSelectedTabId)
16552
0
        focus_tab_id = tab_bar->NextSelectedTabId;
16553
16554
    // Apply navigation focus
16555
0
    if (focus_tab_id != 0)
16556
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
16557
0
            if (tab->Window)
16558
0
            {
16559
0
                FocusWindow(tab->Window);
16560
0
                NavInitWindow(tab->Window, false);
16561
0
            }
16562
16563
0
    EndTabBar();
16564
0
    PopID();
16565
16566
    // Restore SkipItems flag
16567
0
    if (!node->IsDockSpace())
16568
0
    {
16569
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
16570
0
        host_window->SkipItems = backup_skip_item;
16571
0
    }
16572
0
}
16573
16574
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
16575
0
{
16576
0
    IM_ASSERT(node->TabBar == NULL);
16577
0
    node->TabBar = IM_NEW(ImGuiTabBar);
16578
0
}
16579
16580
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
16581
0
{
16582
0
    if (node->TabBar == NULL)
16583
0
        return;
16584
0
    IM_DELETE(node->TabBar);
16585
0
    node->TabBar = NULL;
16586
0
}
16587
16588
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
16589
0
{
16590
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
16591
0
        return false;
16592
16593
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
16594
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
16595
0
    if (host_class->ClassId != payload_class->ClassId)
16596
0
    {
16597
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
16598
0
            return true;
16599
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
16600
0
            return true;
16601
0
        return false;
16602
0
    }
16603
16604
    // Prevent docking any window created above a popup
16605
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
16606
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
16607
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
16608
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
16609
0
    ImGuiContext& g = *GImGui;
16610
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
16611
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
16612
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
16613
0
                return false;
16614
16615
0
    return true;
16616
0
}
16617
16618
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
16619
0
{
16620
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
16621
0
        return true;
16622
16623
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
16624
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
16625
0
    {
16626
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
16627
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
16628
0
            return true;
16629
0
    }
16630
0
    return false;
16631
0
}
16632
16633
// window menu button == collapse button when not in a dock node.
16634
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
16635
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
16636
0
{
16637
0
    ImGuiContext& g = *GImGui;
16638
0
    ImGuiStyle& style = g.Style;
16639
16640
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
16641
0
    if (out_title_rect) { *out_title_rect = r; }
16642
16643
0
    r.Min.x += style.WindowBorderSize;
16644
0
    r.Max.x -= style.WindowBorderSize;
16645
16646
0
    float button_sz = g.FontSize;
16647
16648
0
    ImVec2 window_menu_button_pos = r.Min;
16649
0
    r.Min.x += style.FramePadding.x;
16650
0
    r.Max.x -= style.FramePadding.x;
16651
0
    if (node->HasCloseButton)
16652
0
    {
16653
0
        r.Max.x -= button_sz;
16654
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y);
16655
0
    }
16656
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
16657
0
    {
16658
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
16659
0
    }
16660
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
16661
0
    {
16662
0
        r.Max.x -= button_sz + style.FramePadding.x;
16663
0
        window_menu_button_pos = ImVec2(r.Max.x, r.Min.y);
16664
0
    }
16665
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
16666
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
16667
0
}
16668
16669
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
16670
0
{
16671
0
    ImGuiContext& g = *GImGui;
16672
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
16673
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
16674
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
16675
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
16676
16677
    // Distribute size on given axis (with a desired size or equally)
16678
0
    const float w_avail = size_old[axis] - dock_spacing;
16679
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
16680
0
    {
16681
0
        size_new[axis] = size_new_desired[axis];
16682
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
16683
0
    }
16684
0
    else
16685
0
    {
16686
0
        size_new[axis] = IM_FLOOR(w_avail * 0.5f);
16687
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
16688
0
    }
16689
16690
    // Position each node
16691
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
16692
0
    {
16693
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
16694
0
    }
16695
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
16696
0
    {
16697
0
        pos_new[axis] = pos_old[axis];
16698
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
16699
0
    }
16700
0
}
16701
16702
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
16703
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
16704
0
{
16705
0
    ImGuiContext& g = *GImGui;
16706
16707
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
16708
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
16709
0
    float hs_w; // Half-size, longer axis
16710
0
    float hs_h; // Half-size, smaller axis
16711
0
    ImVec2 off; // Distance from edge or center
16712
0
    if (outer_docking)
16713
0
    {
16714
        //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
16715
        //hs_h = ImFloor(hs_w * 0.15f);
16716
        //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
16717
0
        hs_w = ImFloor(hs_for_central_nodes * 1.50f);
16718
0
        hs_h = ImFloor(hs_for_central_nodes * 0.80f);
16719
0
        off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h));
16720
0
    }
16721
0
    else
16722
0
    {
16723
0
        hs_w = ImFloor(hs_for_central_nodes);
16724
0
        hs_h = ImFloor(hs_for_central_nodes * 0.90f);
16725
0
        off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f));
16726
0
    }
16727
16728
0
    ImVec2 c = ImFloor(parent.GetCenter());
16729
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
16730
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
16731
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
16732
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
16733
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
16734
16735
0
    if (test_mouse_pos == NULL)
16736
0
        return false;
16737
16738
0
    ImRect hit_r = out_r;
16739
0
    if (!outer_docking)
16740
0
    {
16741
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
16742
0
        hit_r.Expand(ImFloor(hs_w * 0.30f));
16743
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
16744
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
16745
0
        float r_threshold_center = hs_w * 1.4f;
16746
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
16747
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
16748
0
            return (dir == ImGuiDir_None);
16749
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
16750
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
16751
0
    }
16752
0
    return hit_r.Contains(*test_mouse_pos);
16753
0
}
16754
16755
// host_node may be NULL if the window doesn't have a DockNode already.
16756
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
16757
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
16758
0
{
16759
0
    ImGuiContext& g = *GImGui;
16760
16761
    // There is an edge case when docking into a dockspace which only has inactive nodes.
16762
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
16763
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
16764
0
    if (payload_node == NULL)
16765
0
        payload_node = payload_window->DockNodeAsHost;
16766
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
16767
0
    if (ref_node_for_rect)
16768
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
16769
16770
    // Filter, figure out where we are allowed to dock
16771
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
16772
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
16773
0
    data->IsCenterAvailable = true;
16774
0
    if (is_outer_docking)
16775
0
        data->IsCenterAvailable = false;
16776
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDocking)
16777
0
        data->IsCenterAvailable = false;
16778
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode())
16779
0
        data->IsCenterAvailable = false;
16780
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
16781
0
        data->IsCenterAvailable = false;
16782
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
16783
0
        data->IsCenterAvailable = false;
16784
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
16785
0
        data->IsCenterAvailable = false;
16786
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
16787
0
        data->IsCenterAvailable = false;
16788
16789
0
    data->IsSidesAvailable = true;
16790
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoSplit) || g.IO.ConfigDockingNoSplit)
16791
0
        data->IsSidesAvailable = false;
16792
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
16793
0
        data->IsSidesAvailable = false;
16794
0
    else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther))
16795
0
        data->IsSidesAvailable = false;
16796
16797
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
16798
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
16799
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
16800
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
16801
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
16802
16803
    // Calculate drop shapes geometry for allowed splitting directions
16804
0
    IM_ASSERT(ImGuiDir_None == -1);
16805
0
    data->SplitNode = host_node;
16806
0
    data->SplitDir = ImGuiDir_None;
16807
0
    data->IsSplitDirExplicit = false;
16808
0
    if (!host_window->Collapsed)
16809
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
16810
0
        {
16811
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
16812
0
                continue;
16813
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
16814
0
                continue;
16815
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
16816
0
            {
16817
0
                data->SplitDir = (ImGuiDir)dir;
16818
0
                data->IsSplitDirExplicit = true;
16819
0
            }
16820
0
        }
16821
16822
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
16823
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
16824
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
16825
0
        data->IsDropAllowed = false;
16826
16827
    // Calculate split area
16828
0
    data->SplitRatio = 0.0f;
16829
0
    if (data->SplitDir != ImGuiDir_None)
16830
0
    {
16831
0
        ImGuiDir split_dir = data->SplitDir;
16832
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
16833
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
16834
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
16835
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
16836
16837
        // Calculate split ratio so we can pass it down the docking request
16838
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
16839
0
        data->FutureNode.Pos = pos_new;
16840
0
        data->FutureNode.Size = size_new;
16841
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
16842
0
    }
16843
0
}
16844
16845
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
16846
0
{
16847
0
    ImGuiContext& g = *GImGui;
16848
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
16849
16850
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
16851
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
16852
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
16853
16854
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
16855
0
    int overlay_draw_lists_count = 0;
16856
0
    ImDrawList* overlay_draw_lists[2];
16857
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
16858
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
16859
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
16860
16861
    // Draw main preview rectangle
16862
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
16863
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
16864
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
16865
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
16866
16867
    // Display area preview
16868
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
16869
0
    if (data->IsDropAllowed)
16870
0
    {
16871
0
        ImRect overlay_rect = data->FutureNode.Rect();
16872
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
16873
0
            overlay_rect.Min.y += GetFrameHeight();
16874
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
16875
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
16876
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE));
16877
0
    }
16878
16879
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
16880
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
16881
0
    {
16882
        // Compute target tab bar geometry so we can locate our preview tabs
16883
0
        ImRect tab_bar_rect;
16884
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
16885
0
        ImVec2 tab_pos = tab_bar_rect.Min;
16886
0
        if (host_node && host_node->TabBar)
16887
0
        {
16888
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
16889
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
16890
0
            else
16891
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
16892
0
        }
16893
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
16894
0
        {
16895
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
16896
0
        }
16897
16898
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
16899
0
        if (root_payload->DockNodeAsHost)
16900
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
16901
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
16902
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
16903
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
16904
0
        {
16905
            // DockNode's TabBar may have non-window Tabs manually appended by user
16906
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
16907
0
            if (tab_bar_with_payload && payload_window == NULL)
16908
0
                continue;
16909
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
16910
0
                continue;
16911
16912
            // Calculate the tab bounding box for each payload window
16913
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
16914
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
16915
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
16916
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
16917
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
16918
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
16919
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
16920
0
            {
16921
0
                ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0);
16922
0
                if (!tab_bar_rect.Contains(tab_bb))
16923
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
16924
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
16925
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
16926
0
                if (!tab_bar_rect.Contains(tab_bb))
16927
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
16928
0
            }
16929
0
            PopStyleColor();
16930
0
        }
16931
0
    }
16932
16933
    // Display drop boxes
16934
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
16935
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
16936
0
    {
16937
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
16938
0
        {
16939
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
16940
0
            ImRect draw_r_in = draw_r;
16941
0
            draw_r_in.Expand(-2.0f);
16942
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
16943
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
16944
0
            {
16945
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
16946
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
16947
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
16948
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
16949
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
16950
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
16951
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
16952
0
            }
16953
0
        }
16954
16955
        // Stop after ImGuiDir_None
16956
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit)
16957
0
            return;
16958
0
    }
16959
0
}
16960
16961
//-----------------------------------------------------------------------------
16962
// Docking: ImGuiDockNode Tree manipulation functions
16963
//-----------------------------------------------------------------------------
16964
// - DockNodeTreeSplit()
16965
// - DockNodeTreeMerge()
16966
// - DockNodeTreeUpdatePosSize()
16967
// - DockNodeTreeUpdateSplitterFindTouchingNode()
16968
// - DockNodeTreeUpdateSplitter()
16969
// - DockNodeTreeFindFallbackLeafNode()
16970
// - DockNodeTreeFindNodeByPos()
16971
//-----------------------------------------------------------------------------
16972
16973
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
16974
0
{
16975
0
    ImGuiContext& g = *GImGui;
16976
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
16977
16978
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
16979
0
    child_0->ParentNode = parent_node;
16980
16981
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
16982
0
    child_1->ParentNode = parent_node;
16983
16984
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
16985
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
16986
0
    parent_node->ChildNodes[0] = child_0;
16987
0
    parent_node->ChildNodes[1] = child_1;
16988
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
16989
0
    parent_node->SplitAxis = split_axis;
16990
0
    parent_node->VisibleWindow = NULL;
16991
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
16992
16993
0
    float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE);
16994
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
16995
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
16996
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
16997
0
    child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio);
16998
0
    child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]);
16999
17000
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17001
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17002
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17003
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17004
17005
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17006
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17007
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17008
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17009
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17010
0
    child_0->UpdateMergedFlags();
17011
0
    child_1->UpdateMergedFlags();
17012
0
    parent_node->UpdateMergedFlags();
17013
0
    if (child_inheritor->IsCentralNode())
17014
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17015
0
}
17016
17017
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17018
0
{
17019
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17020
0
    ImGuiContext& g = *GImGui;
17021
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17022
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17023
0
    IM_ASSERT(child_0 || child_1);
17024
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17025
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17026
0
    {
17027
0
        IM_ASSERT(parent_node->TabBar == NULL);
17028
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17029
0
    }
17030
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17031
17032
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17033
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17034
0
    if (child_0)
17035
0
    {
17036
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17037
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17038
0
    }
17039
0
    if (child_1)
17040
0
    {
17041
0
        DockNodeMoveWindows(parent_node, child_1);
17042
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17043
0
    }
17044
0
    DockNodeApplyPosSizeToWindows(parent_node);
17045
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17046
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17047
0
    parent_node->SizeRef = backup_last_explicit_size;
17048
17049
    // Flags transfer
17050
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
17051
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17052
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17053
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
17054
0
    parent_node->UpdateMergedFlags();
17055
17056
0
    if (child_0)
17057
0
    {
17058
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
17059
0
        IM_DELETE(child_0);
17060
0
    }
17061
0
    if (child_1)
17062
0
    {
17063
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
17064
0
        IM_DELETE(child_1);
17065
0
    }
17066
0
}
17067
17068
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
17069
// (Depth-first, Pre-Order)
17070
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
17071
0
{
17072
    // During the regular dock node update we write to all nodes.
17073
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
17074
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
17075
0
    if (write_to_node)
17076
0
    {
17077
0
        node->Pos = pos;
17078
0
        node->Size = size;
17079
0
    }
17080
17081
0
    if (node->IsLeafNode())
17082
0
        return;
17083
17084
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17085
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17086
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
17087
0
    ImVec2 child_0_size = size, child_1_size = size;
17088
17089
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
17090
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
17091
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
17092
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
17093
17094
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
17095
0
    {
17096
0
        ImGuiContext& g = *GImGui;
17097
0
        const float spacing = DOCKING_SPLITTER_SIZE;
17098
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17099
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
17100
17101
        // Size allocation policy
17102
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
17103
0
        const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
17104
17105
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
17106
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor()
17107
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
17108
17109
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
17110
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
17111
0
        {
17112
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
17113
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17114
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17115
0
        }
17116
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
17117
0
        {
17118
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
17119
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
17120
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17121
0
        }
17122
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
17123
0
        {
17124
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
17125
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
17126
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
17127
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio);
17128
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17129
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17130
0
        }
17131
17132
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
17133
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
17134
0
        {
17135
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
17136
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17137
0
        }
17138
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
17139
0
        {
17140
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
17141
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
17142
0
        }
17143
0
        else
17144
0
        {
17145
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
17146
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
17147
0
            child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f));
17148
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17149
0
        }
17150
17151
0
        child_1_pos[axis] += spacing + child_0_size[axis];
17152
0
    }
17153
17154
0
    if (only_write_to_single_node == NULL)
17155
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
17156
17157
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
17158
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17159
0
    if (child_0_recurse)
17160
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17161
0
    if (child_1_recurse)
17162
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17163
0
}
17164
17165
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17166
0
{
17167
0
    if (node->IsLeafNode())
17168
0
    {
17169
0
        touching_nodes->push_back(node);
17170
0
        return;
17171
0
    }
17172
0
    if (node->ChildNodes[0]->IsVisible)
17173
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17174
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17175
0
    if (node->ChildNodes[1]->IsVisible)
17176
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17177
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17178
0
}
17179
17180
// (Depth-First, Pre-Order)
17181
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17182
0
{
17183
0
    if (node->IsLeafNode())
17184
0
        return;
17185
17186
0
    ImGuiContext& g = *GImGui;
17187
17188
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17189
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17190
0
    if (child_0->IsVisible && child_1->IsVisible)
17191
0
    {
17192
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17193
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17194
0
        IM_ASSERT(axis != ImGuiAxis_None);
17195
0
        ImRect bb;
17196
0
        bb.Min = child_0->Pos;
17197
0
        bb.Max = child_1->Pos;
17198
0
        bb.Min[axis] += child_0->Size[axis];
17199
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17200
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17201
17202
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17203
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17204
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17205
0
        {
17206
0
            ImGuiWindow* window = g.CurrentWindow;
17207
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17208
0
        }
17209
0
        else
17210
0
        {
17211
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17212
            //bb.Max[axis] -= 1;
17213
0
            PushID(node->ID);
17214
17215
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17216
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17217
0
            float min_size = g.Style.WindowMinSize[axis];
17218
0
            float resize_limits[2];
17219
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17220
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17221
17222
0
            ImGuiID splitter_id = GetID("##Splitter");
17223
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17224
0
            {
17225
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17226
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17227
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17228
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17229
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17230
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17231
17232
                // [DEBUG] Render touching nodes & limits
17233
                /*
17234
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17235
                for (int n = 0; n < 2; n++)
17236
                {
17237
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17238
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17239
                    if (axis == ImGuiAxis_X)
17240
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17241
                    else
17242
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17243
                }
17244
                */
17245
0
            }
17246
17247
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17248
0
            float cur_size_0 = child_0->Size[axis];
17249
0
            float cur_size_1 = child_1->Size[axis];
17250
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17251
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17252
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17253
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17254
0
            {
17255
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17256
0
                {
17257
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17258
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17259
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17260
17261
                    // Lock the size of every node that is a sibling of the node we are touching
17262
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17263
0
                    for (int side_n = 0; side_n < 2; side_n++)
17264
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17265
0
                        {
17266
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17267
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17268
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17269
0
                            while (touching_node->ParentNode != node)
17270
0
                            {
17271
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17272
0
                                {
17273
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17274
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17275
0
                                    node_to_preserve->WantLockSizeOnce = true;
17276
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17277
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17278
0
                                }
17279
0
                                touching_node = touching_node->ParentNode;
17280
0
                            }
17281
0
                        }
17282
17283
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17284
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17285
0
                    MarkIniSettingsDirty();
17286
0
                }
17287
0
            }
17288
0
            PopID();
17289
0
        }
17290
0
    }
17291
17292
0
    if (child_0->IsVisible)
17293
0
        DockNodeTreeUpdateSplitter(child_0);
17294
0
    if (child_1->IsVisible)
17295
0
        DockNodeTreeUpdateSplitter(child_1);
17296
0
}
17297
17298
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17299
0
{
17300
0
    if (node->IsLeafNode())
17301
0
        return node;
17302
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17303
0
        return leaf_node;
17304
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17305
0
        return leaf_node;
17306
0
    return NULL;
17307
0
}
17308
17309
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17310
0
{
17311
0
    if (!node->IsVisible)
17312
0
        return NULL;
17313
17314
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17315
0
    ImRect r(node->Pos, node->Pos + node->Size);
17316
0
    r.Expand(dock_spacing * 0.5f);
17317
0
    bool inside = r.Contains(pos);
17318
0
    if (!inside)
17319
0
        return NULL;
17320
17321
0
    if (node->IsLeafNode())
17322
0
        return node;
17323
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17324
0
        return hovered_node;
17325
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17326
0
        return hovered_node;
17327
17328
    // This means we are hovering over the splitter/spacing of a parent node
17329
0
    return node;
17330
0
}
17331
17332
//-----------------------------------------------------------------------------
17333
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
17334
//-----------------------------------------------------------------------------
17335
// - SetWindowDock() [Internal]
17336
// - DockSpace()
17337
// - DockSpaceOverViewport()
17338
//-----------------------------------------------------------------------------
17339
17340
// [Internal] Called via SetNextWindowDockID()
17341
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
17342
0
{
17343
    // Test condition (NB: bit 0 is always true) and clear flags for next time
17344
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
17345
0
        return;
17346
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
17347
17348
0
    if (window->DockId == dock_id)
17349
0
        return;
17350
17351
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
17352
0
    ImGuiContext* ctx = GImGui;
17353
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id))
17354
0
        if (new_node->IsSplitNode())
17355
0
        {
17356
            // Policy: Find central node or latest focused node. We first move back to our root node.
17357
0
            new_node = DockNodeGetRootNode(new_node);
17358
0
            if (new_node->CentralNode)
17359
0
            {
17360
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
17361
0
                dock_id = new_node->CentralNode->ID;
17362
0
            }
17363
0
            else
17364
0
            {
17365
0
                dock_id = new_node->LastFocusedNodeId;
17366
0
            }
17367
0
        }
17368
17369
0
    if (window->DockId == dock_id)
17370
0
        return;
17371
17372
0
    if (window->DockNode)
17373
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
17374
0
    window->DockId = dock_id;
17375
0
}
17376
17377
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
17378
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
17379
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
17380
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
17381
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
17382
0
{
17383
0
    ImGuiContext* ctx = GImGui;
17384
0
    ImGuiContext& g = *ctx;
17385
0
    ImGuiWindow* window = GetCurrentWindowRead();
17386
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
17387
0
        return 0;
17388
17389
    // Early out if parent window is hidden/collapsed
17390
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
17391
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
17392
0
    if (window->SkipItems)
17393
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
17394
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
17395
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
17396
17397
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
17398
0
    IM_ASSERT(id != 0);
17399
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
17400
0
    if (!node)
17401
0
    {
17402
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
17403
0
        node = DockContextAddNode(ctx, id);
17404
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
17405
0
    }
17406
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
17407
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
17408
0
    node->SharedFlags = flags;
17409
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
17410
17411
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
17412
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
17413
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
17414
0
    {
17415
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
17416
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17417
0
        return id;
17418
0
    }
17419
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17420
17421
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
17422
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
17423
0
    {
17424
0
        node->LastFrameAlive = g.FrameCount;
17425
0
        return id;
17426
0
    }
17427
17428
0
    const ImVec2 content_avail = GetContentRegionAvail();
17429
0
    ImVec2 size = ImFloor(size_arg);
17430
0
    if (size.x <= 0.0f)
17431
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
17432
0
    if (size.y <= 0.0f)
17433
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
17434
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17435
17436
0
    node->Pos = window->DC.CursorPos;
17437
0
    node->Size = node->SizeRef = size;
17438
0
    SetNextWindowPos(node->Pos);
17439
0
    SetNextWindowSize(node->Size);
17440
0
    g.NextWindowData.PosUndock = false;
17441
17442
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
17443
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
17444
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
17445
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
17446
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
17447
0
    window_flags |= ImGuiWindowFlags_NoBackground;
17448
17449
0
    char title[256];
17450
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
17451
17452
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
17453
0
    Begin(title, NULL, window_flags);
17454
0
    PopStyleVar();
17455
17456
0
    ImGuiWindow* host_window = g.CurrentWindow;
17457
0
    DockNodeSetupHostWindow(node, host_window);
17458
0
    host_window->ChildId = window->GetID(title);
17459
0
    node->OnlyNodeWithWindows = NULL;
17460
17461
0
    IM_ASSERT(node->IsRootNode());
17462
17463
    // We need to handle the rare case were a central node is missing.
17464
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
17465
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
17466
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
17467
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
17468
    // as it doesn't make sense for an empty dockspace to not have this property.
17469
0
    if (node->IsLeafNode() && !node->IsCentralNode())
17470
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17471
17472
    // Update the node
17473
0
    DockNodeUpdate(node);
17474
17475
0
    End();
17476
0
    ItemSize(size);
17477
0
    return id;
17478
0
}
17479
17480
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
17481
// The limitation with this call is that your window won't have a menu bar.
17482
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
17483
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
17484
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
17485
0
{
17486
0
    if (viewport == NULL)
17487
0
        viewport = GetMainViewport();
17488
17489
0
    SetNextWindowPos(viewport->WorkPos);
17490
0
    SetNextWindowSize(viewport->WorkSize);
17491
0
    SetNextWindowViewport(viewport->ID);
17492
17493
0
    ImGuiWindowFlags host_window_flags = 0;
17494
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
17495
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
17496
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
17497
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
17498
17499
0
    char label[32];
17500
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
17501
17502
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
17503
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
17504
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
17505
0
    Begin(label, NULL, host_window_flags);
17506
0
    PopStyleVar(3);
17507
17508
0
    ImGuiID dockspace_id = GetID("DockSpace");
17509
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
17510
0
    End();
17511
17512
0
    return dockspace_id;
17513
0
}
17514
17515
//-----------------------------------------------------------------------------
17516
// Docking: Builder Functions
17517
//-----------------------------------------------------------------------------
17518
// Very early end-user API to manipulate dock nodes.
17519
// Only available in imgui_internal.h. Expect this API to change/break!
17520
// It is expected that those functions are all called _before_ the dockspace node submission.
17521
//-----------------------------------------------------------------------------
17522
// - DockBuilderDockWindow()
17523
// - DockBuilderGetNode()
17524
// - DockBuilderSetNodePos()
17525
// - DockBuilderSetNodeSize()
17526
// - DockBuilderAddNode()
17527
// - DockBuilderRemoveNode()
17528
// - DockBuilderRemoveNodeChildNodes()
17529
// - DockBuilderRemoveNodeDockedWindows()
17530
// - DockBuilderSplitNode()
17531
// - DockBuilderCopyNodeRec()
17532
// - DockBuilderCopyNode()
17533
// - DockBuilderCopyWindowSettings()
17534
// - DockBuilderCopyDockSpace()
17535
// - DockBuilderFinish()
17536
//-----------------------------------------------------------------------------
17537
17538
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
17539
0
{
17540
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
17541
0
    ImGuiID window_id = ImHashStr(window_name);
17542
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
17543
0
    {
17544
        // Apply to created window
17545
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
17546
0
        window->DockOrder = -1;
17547
0
    }
17548
0
    else
17549
0
    {
17550
        // Apply to settings
17551
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
17552
0
        if (settings == NULL)
17553
0
            settings = CreateNewWindowSettings(window_name);
17554
0
        settings->DockId = node_id;
17555
0
        settings->DockOrder = -1;
17556
0
    }
17557
0
}
17558
17559
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
17560
0
{
17561
0
    ImGuiContext* ctx = GImGui;
17562
0
    return DockContextFindNodeByID(ctx, node_id);
17563
0
}
17564
17565
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
17566
0
{
17567
0
    ImGuiContext* ctx = GImGui;
17568
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17569
0
    if (node == NULL)
17570
0
        return;
17571
0
    node->Pos = pos;
17572
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
17573
0
}
17574
17575
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
17576
0
{
17577
0
    ImGuiContext* ctx = GImGui;
17578
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17579
0
    if (node == NULL)
17580
0
        return;
17581
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17582
0
    node->Size = node->SizeRef = size;
17583
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17584
0
}
17585
17586
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
17587
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
17588
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
17589
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
17590
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
17591
// - Use (id == 0) to let the system allocate a node identifier.
17592
// - Existing node with a same id will be removed.
17593
ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags)
17594
0
{
17595
0
    ImGuiContext* ctx = GImGui;
17596
17597
0
    if (id != 0)
17598
0
        DockBuilderRemoveNode(id);
17599
17600
0
    ImGuiDockNode* node = NULL;
17601
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
17602
0
    {
17603
0
        DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
17604
0
        node = DockContextFindNodeByID(ctx, id);
17605
0
    }
17606
0
    else
17607
0
    {
17608
0
        node = DockContextAddNode(ctx, id);
17609
0
        node->SetLocalFlags(flags);
17610
0
    }
17611
0
    node->LastFrameAlive = ctx->FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
17612
0
    return node->ID;
17613
0
}
17614
17615
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
17616
0
{
17617
0
    ImGuiContext* ctx = GImGui;
17618
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17619
0
    if (node == NULL)
17620
0
        return;
17621
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
17622
0
    DockBuilderRemoveNodeChildNodes(node_id);
17623
    // Node may have moved or deleted if e.g. any merge happened
17624
0
    node = DockContextFindNodeByID(ctx, node_id);
17625
0
    if (node == NULL)
17626
0
        return;
17627
0
    if (node->IsCentralNode() && node->ParentNode)
17628
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17629
0
    DockContextRemoveNode(ctx, node, true);
17630
0
}
17631
17632
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
17633
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
17634
0
{
17635
0
    ImGuiContext* ctx = GImGui;
17636
0
    ImGuiDockContext* dc  = &ctx->DockContext;
17637
17638
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL;
17639
0
    if (root_id && root_node == NULL)
17640
0
        return;
17641
0
    bool has_central_node = false;
17642
17643
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
17644
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
17645
17646
    // Process active windows
17647
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
17648
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
17649
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
17650
0
        {
17651
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
17652
0
            if (want_removal)
17653
0
            {
17654
0
                if (node->IsCentralNode())
17655
0
                    has_central_node = true;
17656
0
                if (root_id != 0)
17657
0
                    DockContextQueueNotifyRemovedNode(ctx, node);
17658
0
                if (root_node)
17659
0
                {
17660
0
                    DockNodeMoveWindows(root_node, node);
17661
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
17662
0
                }
17663
0
                nodes_to_remove.push_back(node);
17664
0
            }
17665
0
        }
17666
17667
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
17668
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
17669
0
    if (root_node)
17670
0
    {
17671
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
17672
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
17673
0
    }
17674
17675
    // Apply to settings
17676
0
    for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings))
17677
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
17678
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
17679
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
17680
0
                {
17681
0
                    settings->DockId = root_id;
17682
0
                    break;
17683
0
                }
17684
17685
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
17686
0
    if (nodes_to_remove.Size > 1)
17687
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
17688
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
17689
0
        DockContextRemoveNode(ctx, nodes_to_remove[n], false);
17690
17691
0
    if (root_id == 0)
17692
0
    {
17693
0
        dc->Nodes.Clear();
17694
0
        dc->Requests.clear();
17695
0
    }
17696
0
    else if (has_central_node)
17697
0
    {
17698
0
        root_node->CentralNode = root_node;
17699
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17700
0
    }
17701
0
}
17702
17703
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
17704
0
{
17705
    // Clear references in settings
17706
0
    ImGuiContext* ctx = GImGui;
17707
0
    ImGuiContext& g = *ctx;
17708
0
    if (clear_settings_refs)
17709
0
    {
17710
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
17711
0
        {
17712
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
17713
0
            if (!want_removal && settings->DockId != 0)
17714
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId))
17715
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
17716
0
                        want_removal = true;
17717
0
            if (want_removal)
17718
0
                settings->DockId = 0;
17719
0
        }
17720
0
    }
17721
17722
    // Clear references in windows
17723
0
    for (int n = 0; n < g.Windows.Size; n++)
17724
0
    {
17725
0
        ImGuiWindow* window = g.Windows[n];
17726
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
17727
0
        if (want_removal)
17728
0
        {
17729
0
            const ImGuiID backup_dock_id = window->DockId;
17730
0
            IM_UNUSED(backup_dock_id);
17731
0
            DockContextProcessUndockWindow(ctx, window, clear_settings_refs);
17732
0
            if (!clear_settings_refs)
17733
0
                IM_ASSERT(window->DockId == backup_dock_id);
17734
0
        }
17735
0
    }
17736
0
}
17737
17738
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
17739
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
17740
// FIXME-DOCK: We are not exposing nor using split_outer.
17741
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
17742
0
{
17743
0
    ImGuiContext& g = *GImGui;
17744
0
    IM_ASSERT(split_dir != ImGuiDir_None);
17745
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
17746
17747
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
17748
0
    if (node == NULL)
17749
0
    {
17750
0
        IM_ASSERT(node != NULL);
17751
0
        return 0;
17752
0
    }
17753
17754
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
17755
17756
0
    ImGuiDockRequest req;
17757
0
    req.Type = ImGuiDockRequestType_Split;
17758
0
    req.DockTargetWindow = NULL;
17759
0
    req.DockTargetNode = node;
17760
0
    req.DockPayload = NULL;
17761
0
    req.DockSplitDir = split_dir;
17762
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
17763
0
    req.DockSplitOuter = false;
17764
0
    DockContextProcessDock(&g, &req);
17765
17766
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
17767
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
17768
0
    if (out_id_at_dir)
17769
0
        *out_id_at_dir = id_at_dir;
17770
0
    if (out_id_at_opposite_dir)
17771
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
17772
0
    return id_at_dir;
17773
0
}
17774
17775
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
17776
0
{
17777
0
    ImGuiContext& g = *GImGui;
17778
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
17779
0
    dst_node->SharedFlags = src_node->SharedFlags;
17780
0
    dst_node->LocalFlags = src_node->LocalFlags;
17781
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
17782
0
    dst_node->Pos = src_node->Pos;
17783
0
    dst_node->Size = src_node->Size;
17784
0
    dst_node->SizeRef = src_node->SizeRef;
17785
0
    dst_node->SplitAxis = src_node->SplitAxis;
17786
0
    dst_node->UpdateMergedFlags();
17787
17788
0
    out_node_remap_pairs->push_back(src_node->ID);
17789
0
    out_node_remap_pairs->push_back(dst_node->ID);
17790
17791
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
17792
0
        if (src_node->ChildNodes[child_n])
17793
0
        {
17794
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
17795
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
17796
0
        }
17797
17798
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
17799
0
    return dst_node;
17800
0
}
17801
17802
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
17803
0
{
17804
0
    ImGuiContext* ctx = GImGui;
17805
0
    IM_ASSERT(src_node_id != 0);
17806
0
    IM_ASSERT(dst_node_id != 0);
17807
0
    IM_ASSERT(out_node_remap_pairs != NULL);
17808
17809
0
    DockBuilderRemoveNode(dst_node_id);
17810
17811
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
17812
0
    IM_ASSERT(src_node != NULL);
17813
17814
0
    out_node_remap_pairs->clear();
17815
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
17816
17817
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
17818
0
}
17819
17820
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
17821
0
{
17822
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
17823
0
    if (src_window == NULL)
17824
0
        return;
17825
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
17826
0
    {
17827
0
        dst_window->Pos = src_window->Pos;
17828
0
        dst_window->Size = src_window->Size;
17829
0
        dst_window->SizeFull = src_window->SizeFull;
17830
0
        dst_window->Collapsed = src_window->Collapsed;
17831
0
    }
17832
0
    else
17833
0
    {
17834
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
17835
0
        if (!dst_settings)
17836
0
            dst_settings = CreateNewWindowSettings(dst_name);
17837
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
17838
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
17839
0
        {
17840
0
            dst_settings->ViewportPos = window_pos_2ih;
17841
0
            dst_settings->ViewportId = src_window->ViewportId;
17842
0
            dst_settings->Pos = ImVec2ih(0, 0);
17843
0
        }
17844
0
        else
17845
0
        {
17846
0
            dst_settings->Pos = window_pos_2ih;
17847
0
        }
17848
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
17849
0
        dst_settings->Collapsed = src_window->Collapsed;
17850
0
    }
17851
0
}
17852
17853
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
17854
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
17855
0
{
17856
0
    ImGuiContext& g = *GImGui;
17857
0
    IM_ASSERT(src_dockspace_id != 0);
17858
0
    IM_ASSERT(dst_dockspace_id != 0);
17859
0
    IM_ASSERT(in_window_remap_pairs != NULL);
17860
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
17861
17862
    // Duplicate entire dock
17863
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
17864
    // whereas we could attempt to at least keep them together in a new, same floating node.
17865
0
    ImVector<ImGuiID> node_remap_pairs;
17866
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
17867
17868
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
17869
    // (The windows associated to src_dockspace_id are staying in place)
17870
0
    ImVector<ImGuiID> src_windows;
17871
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
17872
0
    {
17873
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
17874
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
17875
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
17876
0
        src_windows.push_back(src_window_id);
17877
17878
        // Search in the remapping tables
17879
0
        ImGuiID src_dock_id = 0;
17880
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
17881
0
            src_dock_id = src_window->DockId;
17882
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
17883
0
            src_dock_id = src_window_settings->DockId;
17884
0
        ImGuiID dst_dock_id = 0;
17885
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
17886
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
17887
0
            {
17888
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
17889
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
17890
0
                break;
17891
0
            }
17892
17893
0
        if (dst_dock_id != 0)
17894
0
        {
17895
            // Docked windows gets redocked into the new node hierarchy.
17896
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
17897
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
17898
0
        }
17899
0
        else
17900
0
        {
17901
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
17902
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
17903
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
17904
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
17905
0
        }
17906
0
    }
17907
17908
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
17909
    // Find those windows and move to them to the cloned dock node. This may be optional?
17910
    // Dock those are a second step as undocking would invalidate source dock nodes.
17911
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
17912
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
17913
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
17914
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
17915
0
        {
17916
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
17917
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
17918
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
17919
0
            {
17920
0
                ImGuiWindow* window = node->Windows[window_n];
17921
0
                if (src_windows.contains(window->ID))
17922
0
                    continue;
17923
17924
                // Docked windows gets redocked into the new node hierarchy.
17925
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
17926
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
17927
0
            }
17928
0
        }
17929
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
17930
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
17931
0
}
17932
17933
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
17934
void ImGui::DockBuilderFinish(ImGuiID root_id)
17935
0
{
17936
0
    ImGuiContext* ctx = GImGui;
17937
    //DockContextRebuild(ctx);
17938
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
17939
0
}
17940
17941
//-----------------------------------------------------------------------------
17942
// Docking: Begin/End Support Functions (called from Begin/End)
17943
//-----------------------------------------------------------------------------
17944
// - GetWindowAlwaysWantOwnTabBar()
17945
// - DockContextBindNodeToWindow()
17946
// - BeginDocked()
17947
// - BeginDockableDragDropSource()
17948
// - BeginDockableDragDropTarget()
17949
//-----------------------------------------------------------------------------
17950
17951
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
17952
22.7k
{
17953
22.7k
    ImGuiContext& g = *GImGui;
17954
22.7k
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
17955
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
17956
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
17957
0
                return true;
17958
22.7k
    return false;
17959
22.7k
}
17960
17961
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
17962
0
{
17963
0
    ImGuiContext& g = *ctx;
17964
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
17965
0
    IM_ASSERT(window->DockNode == NULL);
17966
17967
    // We should not be docking into a split node (SetWindowDock should avoid this)
17968
0
    if (node && node->IsSplitNode())
17969
0
    {
17970
0
        DockContextProcessUndockWindow(ctx, window);
17971
0
        return NULL;
17972
0
    }
17973
17974
    // Create node
17975
0
    if (node == NULL)
17976
0
    {
17977
0
        node = DockContextAddNode(ctx, window->DockId);
17978
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
17979
0
        node->LastFrameAlive = g.FrameCount;
17980
0
    }
17981
17982
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
17983
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
17984
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
17985
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
17986
0
    if (!node->IsVisible)
17987
0
    {
17988
0
        ImGuiDockNode* ancestor_node = node;
17989
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
17990
0
            ancestor_node = ancestor_node->ParentNode;
17991
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
17992
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
17993
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
17994
0
    }
17995
17996
    // Add window to node
17997
0
    bool node_was_visible = node->IsVisible;
17998
0
    DockNodeAddWindow(node, window, true);
17999
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18000
0
    IM_ASSERT(node == window->DockNode);
18001
0
    return node;
18002
0
}
18003
18004
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18005
0
{
18006
0
    ImGuiContext* ctx = GImGui;
18007
0
    ImGuiContext& g = *ctx;
18008
18009
    // Clear fields ahead so most early-out paths don't have to do it
18010
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18011
18012
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18013
0
    if (auto_dock_node)
18014
0
    {
18015
0
        if (window->DockId == 0)
18016
0
        {
18017
0
            IM_ASSERT(window->DockNode == NULL);
18018
0
            window->DockId = DockContextGenNodeID(ctx);
18019
0
        }
18020
0
    }
18021
0
    else
18022
0
    {
18023
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18024
0
        bool want_undock = false;
18025
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18026
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18027
0
        if (want_undock)
18028
0
        {
18029
0
            DockContextProcessUndockWindow(ctx, window);
18030
0
            return;
18031
0
        }
18032
0
    }
18033
18034
    // Bind to our dock node
18035
0
    ImGuiDockNode* node = window->DockNode;
18036
0
    if (node != NULL)
18037
0
        IM_ASSERT(window->DockId == node->ID);
18038
0
    if (window->DockId != 0 && node == NULL)
18039
0
    {
18040
0
        node = DockContextBindNodeToWindow(ctx, window);
18041
0
        if (node == NULL)
18042
0
            return;
18043
0
    }
18044
18045
#if 0
18046
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
18047
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
18048
    {
18049
        DockContextProcessUndockWindow(ctx, window);
18050
        return;
18051
    }
18052
#endif
18053
18054
    // Undock if our dockspace node disappeared
18055
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
18056
0
    if (node->LastFrameAlive < g.FrameCount)
18057
0
    {
18058
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
18059
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
18060
0
        if (root_node->LastFrameAlive < g.FrameCount)
18061
0
            DockContextProcessUndockWindow(ctx, window);
18062
0
        else
18063
0
            window->DockIsActive = true;
18064
0
        return;
18065
0
    }
18066
18067
    // Store style overrides
18068
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18069
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18070
18071
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
18072
    // and never create neither a host window neither a tab bar.
18073
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
18074
0
    if (node->HostWindow == NULL)
18075
0
    {
18076
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
18077
0
            window->DockIsActive = true;
18078
0
        if (node->Windows.Size > 1)
18079
0
            DockNodeHideWindowDuringHostWindowCreation(window);
18080
0
        return;
18081
0
    }
18082
18083
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
18084
0
    IM_ASSERT(node->HostWindow);
18085
0
    IM_ASSERT(node->IsLeafNode());
18086
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
18087
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
18088
18089
    // Undock if we are submitted earlier than the host window
18090
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
18091
0
    {
18092
0
        DockContextProcessUndockWindow(ctx, window);
18093
0
        return;
18094
0
    }
18095
18096
    // Position/Size window
18097
0
    SetNextWindowPos(node->Pos);
18098
0
    SetNextWindowSize(node->Size);
18099
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
18100
0
    window->DockIsActive = true;
18101
0
    window->DockNodeIsVisible = true;
18102
0
    window->DockTabIsVisible = false;
18103
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
18104
0
        return;
18105
18106
    // When the window is selected we mark it as visible.
18107
0
    if (node->VisibleWindow == window)
18108
0
        window->DockTabIsVisible = true;
18109
18110
    // Update window flag
18111
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
18112
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize;
18113
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
18114
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
18115
0
    else
18116
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
18117
18118
    // Save new dock order only if the window has been visible once already
18119
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
18120
0
    if (node->TabBar && window->WasActive)
18121
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
18122
18123
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
18124
0
        *p_open = false;
18125
18126
    // Update ChildId to allow returning from Child to Parent with Escape
18127
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
18128
0
    window->ChildId = parent_window->GetID(window->Name);
18129
0
}
18130
18131
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
18132
87
{
18133
87
    ImGuiContext& g = *GImGui;
18134
87
    IM_ASSERT(g.ActiveId == window->MoveId);
18135
87
    IM_ASSERT(g.MovingWindow == window);
18136
87
    IM_ASSERT(g.CurrentWindow == window);
18137
18138
87
    g.LastItemData.ID = window->MoveId;
18139
87
    window = window->RootWindowDockTree;
18140
87
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18141
87
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
18142
87
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
18143
5
    {
18144
5
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
18145
5
        EndDragDropSource();
18146
18147
        // Store style overrides
18148
35
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18149
30
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18150
5
    }
18151
87
}
18152
18153
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
18154
11
{
18155
11
    ImGuiContext* ctx = GImGui;
18156
11
    ImGuiContext& g = *ctx;
18157
18158
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
18159
11
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18160
11
    if (!g.DragDropActive)
18161
0
        return;
18162
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18163
11
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18164
11
        return;
18165
18166
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18167
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18168
0
    const ImGuiPayload* payload = &g.DragDropPayload;
18169
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18170
0
    {
18171
0
        EndDragDropTarget();
18172
0
        return;
18173
0
    }
18174
18175
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18176
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18177
0
    {
18178
        // Select target node
18179
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18180
0
        bool dock_into_floating_window = false;
18181
0
        ImGuiDockNode* node = NULL;
18182
0
        if (window->DockNodeAsHost)
18183
0
        {
18184
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18185
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18186
18187
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18188
            // In this case we need to fallback into any leaf mode, possibly the central node.
18189
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18190
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18191
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18192
0
        }
18193
0
        else
18194
0
        {
18195
0
            if (window->DockNode)
18196
0
                node = window->DockNode;
18197
0
            else
18198
0
                dock_into_floating_window = true; // Dock into a regular window
18199
0
        }
18200
18201
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18202
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18203
18204
        // Preview docking request and find out split direction/ratio
18205
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18206
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18207
0
        if (do_preview && (node != NULL || dock_into_floating_window))
18208
0
        {
18209
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18210
0
            ImGuiDockPreviewData split_inner;
18211
0
            ImGuiDockPreviewData split_outer;
18212
0
            ImGuiDockPreviewData* split_data = &split_inner;
18213
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18214
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18215
0
                {
18216
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18217
0
                    if (split_outer.IsSplitDirExplicit)
18218
0
                        split_data = &split_outer;
18219
0
                }
18220
0
            if (!node || node->IsLeafNode())
18221
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18222
0
            if (split_data == &split_outer)
18223
0
                split_inner.IsDropAllowed = false;
18224
18225
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18226
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18227
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18228
18229
            // Queue docking request
18230
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18231
0
                DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18232
0
        }
18233
0
    }
18234
0
    EndDragDropTarget();
18235
0
}
18236
18237
//-----------------------------------------------------------------------------
18238
// Docking: Settings
18239
//-----------------------------------------------------------------------------
18240
// - DockSettingsRenameNodeReferences()
18241
// - DockSettingsRemoveNodeReferences()
18242
// - DockSettingsFindNodeSettings()
18243
// - DockSettingsHandler_ApplyAll()
18244
// - DockSettingsHandler_ReadOpen()
18245
// - DockSettingsHandler_ReadLine()
18246
// - DockSettingsHandler_DockNodeToSettings()
18247
// - DockSettingsHandler_WriteAll()
18248
//-----------------------------------------------------------------------------
18249
18250
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18251
0
{
18252
0
    ImGuiContext& g = *GImGui;
18253
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18254
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18255
0
    {
18256
0
        ImGuiWindow* window = g.Windows[window_n];
18257
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18258
0
            window->DockId = new_node_id;
18259
0
    }
18260
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18261
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18262
0
        if (settings->DockId == old_node_id)
18263
0
            settings->DockId = new_node_id;
18264
0
}
18265
18266
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18267
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18268
0
{
18269
0
    ImGuiContext& g = *GImGui;
18270
0
    int found = 0;
18271
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18272
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18273
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18274
0
            if (settings->DockId == node_ids[node_n])
18275
0
            {
18276
0
                settings->DockId = 0;
18277
0
                settings->DockOrder = -1;
18278
0
                if (++found < node_ids_count)
18279
0
                    break;
18280
0
                return;
18281
0
            }
18282
0
}
18283
18284
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18285
0
{
18286
    // FIXME-OPT
18287
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18288
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18289
0
        if (dc->NodesSettings[n].ID == id)
18290
0
            return &dc->NodesSettings[n];
18291
0
    return NULL;
18292
0
}
18293
18294
// Clear settings data
18295
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18296
0
{
18297
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18298
0
    dc->NodesSettings.clear();
18299
0
    DockContextClearNodes(ctx, 0, true);
18300
0
}
18301
18302
// Recreate nodes based on settings data
18303
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18304
0
{
18305
    // Prune settings at boot time only
18306
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18307
0
    if (ctx->Windows.Size == 0)
18308
0
        DockContextPruneUnusedSettingsNodes(ctx);
18309
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
18310
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
18311
0
}
18312
18313
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
18314
0
{
18315
0
    if (strcmp(name, "Data") != 0)
18316
0
        return NULL;
18317
0
    return (void*)1;
18318
0
}
18319
18320
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
18321
0
{
18322
0
    char c = 0;
18323
0
    int x = 0, y = 0;
18324
0
    int r = 0;
18325
18326
    // Parsing, e.g.
18327
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
18328
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
18329
    // Important: this code expect currently fields in a fixed order.
18330
0
    ImGuiDockNodeSettings node;
18331
0
    line = ImStrSkipBlank(line);
18332
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
18333
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
18334
0
    else return;
18335
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
18336
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
18337
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
18338
0
    if (node.ParentNodeId == 0)
18339
0
    {
18340
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
18341
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
18342
0
    }
18343
0
    else
18344
0
    {
18345
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
18346
0
    }
18347
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
18348
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
18349
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
18350
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
18351
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
18352
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
18353
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
18354
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
18355
0
    if (node.ParentNodeId != 0)
18356
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
18357
0
            node.Depth = parent_settings->Depth + 1;
18358
0
    ctx->DockContext.NodesSettings.push_back(node);
18359
0
}
18360
18361
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
18362
0
{
18363
0
    ImGuiDockNodeSettings node_settings;
18364
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
18365
0
    node_settings.ID = node->ID;
18366
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
18367
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
18368
0
    node_settings.SelectedTabId = node->SelectedTabId;
18369
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
18370
0
    node_settings.Depth = (char)depth;
18371
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
18372
0
    node_settings.Pos = ImVec2ih(node->Pos);
18373
0
    node_settings.Size = ImVec2ih(node->Size);
18374
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
18375
0
    dc->NodesSettings.push_back(node_settings);
18376
0
    if (node->ChildNodes[0])
18377
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
18378
0
    if (node->ChildNodes[1])
18379
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
18380
0
}
18381
18382
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
18383
0
{
18384
0
    ImGuiContext& g = *ctx;
18385
0
    ImGuiDockContext* dc = &ctx->DockContext;
18386
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18387
0
        return;
18388
18389
    // Gather settings data
18390
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
18391
0
    dc->NodesSettings.resize(0);
18392
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
18393
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18394
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18395
0
            if (node->IsRootNode())
18396
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
18397
18398
0
    int max_depth = 0;
18399
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18400
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
18401
18402
    // Write to text buffer
18403
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
18404
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18405
0
    {
18406
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
18407
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
18408
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
18409
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
18410
0
        if (node_settings->ParentNodeId)
18411
0
        {
18412
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
18413
0
        }
18414
0
        else
18415
0
        {
18416
0
            if (node_settings->ParentWindowId)
18417
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
18418
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
18419
0
        }
18420
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
18421
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
18422
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
18423
0
            buf->appendf(" NoResize=1");
18424
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
18425
0
            buf->appendf(" CentralNode=1");
18426
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
18427
0
            buf->appendf(" NoTabBar=1");
18428
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
18429
0
            buf->appendf(" HiddenTabBar=1");
18430
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
18431
0
            buf->appendf(" NoWindowMenuButton=1");
18432
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
18433
0
            buf->appendf(" NoCloseButton=1");
18434
0
        if (node_settings->SelectedTabId)
18435
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
18436
18437
#if IMGUI_DEBUG_INI_SETTINGS
18438
        // [DEBUG] Include comments in the .ini file to ease debugging
18439
        if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
18440
        {
18441
            buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
18442
            if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
18443
                buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
18444
            // Iterate settings so we can give info about windows that didn't exist during the session.
18445
            int contains_window = 0;
18446
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18447
                if (settings->DockId == node_settings->ID)
18448
                {
18449
                    if (contains_window++ == 0)
18450
                        buf->appendf(" ; contains ");
18451
                    buf->appendf("'%s' ", settings->GetName());
18452
                }
18453
        }
18454
#endif
18455
0
        buf->appendf("\n");
18456
0
    }
18457
0
    buf->appendf("\n");
18458
0
}
18459
18460
18461
//-----------------------------------------------------------------------------
18462
// [SECTION] PLATFORM DEPENDENT HELPERS
18463
//-----------------------------------------------------------------------------
18464
18465
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
18466
18467
#ifdef _MSC_VER
18468
#pragma comment(lib, "user32")
18469
#pragma comment(lib, "kernel32")
18470
#endif
18471
18472
// Win32 clipboard implementation
18473
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
18474
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18475
{
18476
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18477
    g.ClipboardHandlerData.clear();
18478
    if (!::OpenClipboard(NULL))
18479
        return NULL;
18480
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
18481
    if (wbuf_handle == NULL)
18482
    {
18483
        ::CloseClipboard();
18484
        return NULL;
18485
    }
18486
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
18487
    {
18488
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
18489
        g.ClipboardHandlerData.resize(buf_len);
18490
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
18491
    }
18492
    ::GlobalUnlock(wbuf_handle);
18493
    ::CloseClipboard();
18494
    return g.ClipboardHandlerData.Data;
18495
}
18496
18497
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18498
{
18499
    if (!::OpenClipboard(NULL))
18500
        return;
18501
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
18502
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
18503
    if (wbuf_handle == NULL)
18504
    {
18505
        ::CloseClipboard();
18506
        return;
18507
    }
18508
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
18509
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
18510
    ::GlobalUnlock(wbuf_handle);
18511
    ::EmptyClipboard();
18512
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
18513
        ::GlobalFree(wbuf_handle);
18514
    ::CloseClipboard();
18515
}
18516
18517
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
18518
18519
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
18520
static PasteboardRef main_clipboard = 0;
18521
18522
// OSX clipboard implementation
18523
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
18524
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18525
{
18526
    if (!main_clipboard)
18527
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18528
    PasteboardClear(main_clipboard);
18529
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
18530
    if (cf_data)
18531
    {
18532
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
18533
        CFRelease(cf_data);
18534
    }
18535
}
18536
18537
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18538
{
18539
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18540
    if (!main_clipboard)
18541
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18542
    PasteboardSynchronize(main_clipboard);
18543
18544
    ItemCount item_count = 0;
18545
    PasteboardGetItemCount(main_clipboard, &item_count);
18546
    for (ItemCount i = 0; i < item_count; i++)
18547
    {
18548
        PasteboardItemID item_id = 0;
18549
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
18550
        CFArrayRef flavor_type_array = 0;
18551
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
18552
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
18553
        {
18554
            CFDataRef cf_data;
18555
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
18556
            {
18557
                g.ClipboardHandlerData.clear();
18558
                int length = (int)CFDataGetLength(cf_data);
18559
                g.ClipboardHandlerData.resize(length + 1);
18560
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
18561
                g.ClipboardHandlerData[length] = 0;
18562
                CFRelease(cf_data);
18563
                return g.ClipboardHandlerData.Data;
18564
            }
18565
        }
18566
    }
18567
    return NULL;
18568
}
18569
18570
#else
18571
18572
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
18573
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18574
0
{
18575
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18576
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
18577
0
}
18578
18579
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
18580
0
{
18581
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18582
0
    g.ClipboardHandlerData.clear();
18583
0
    const char* text_end = text + strlen(text);
18584
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
18585
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
18586
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
18587
0
}
18588
18589
#endif
18590
18591
// Win32 API IME support (for Asian languages, etc.)
18592
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
18593
18594
#include <imm.h>
18595
#ifdef _MSC_VER
18596
#pragma comment(lib, "imm32")
18597
#endif
18598
18599
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
18600
{
18601
    // Notify OS Input Method Editor of text input position
18602
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
18603
    if (hwnd == 0)
18604
        return;
18605
18606
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
18607
    if (HIMC himc = ::ImmGetContext(hwnd))
18608
    {
18609
        COMPOSITIONFORM composition_form = {};
18610
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18611
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18612
        composition_form.dwStyle = CFS_FORCE_POSITION;
18613
        ::ImmSetCompositionWindow(himc, &composition_form);
18614
        CANDIDATEFORM candidate_form = {};
18615
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
18616
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18617
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18618
        ::ImmSetCandidateWindow(himc, &candidate_form);
18619
        ::ImmReleaseContext(hwnd, himc);
18620
    }
18621
}
18622
18623
#else
18624
18625
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
18626
18627
#endif
18628
18629
//-----------------------------------------------------------------------------
18630
// [SECTION] METRICS/DEBUGGER WINDOW
18631
//-----------------------------------------------------------------------------
18632
// - RenderViewportThumbnail() [Internal]
18633
// - RenderViewportsThumbnails() [Internal]
18634
// - DebugTextEncoding()
18635
// - MetricsHelpMarker() [Internal]
18636
// - ShowFontAtlas() [Internal]
18637
// - ShowMetricsWindow()
18638
// - DebugNodeColumns() [Internal]
18639
// - DebugNodeDockNode() [Internal]
18640
// - DebugNodeDrawList() [Internal]
18641
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
18642
// - DebugNodeFont() [Internal]
18643
// - DebugNodeFontGlyph() [Internal]
18644
// - DebugNodeStorage() [Internal]
18645
// - DebugNodeTabBar() [Internal]
18646
// - DebugNodeViewport() [Internal]
18647
// - DebugNodeWindow() [Internal]
18648
// - DebugNodeWindowSettings() [Internal]
18649
// - DebugNodeWindowsList() [Internal]
18650
// - DebugNodeWindowsListByBeginStackParent() [Internal]
18651
//-----------------------------------------------------------------------------
18652
18653
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
18654
18655
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
18656
0
{
18657
0
    ImGuiContext& g = *GImGui;
18658
0
    ImGuiWindow* window = g.CurrentWindow;
18659
18660
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
18661
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
18662
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_Minimized) ? 0.30f : 1.00f;
18663
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
18664
0
    for (int i = 0; i != g.Windows.Size; i++)
18665
0
    {
18666
0
        ImGuiWindow* thumb_window = g.Windows[i];
18667
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
18668
0
            continue;
18669
0
        if (thumb_window->Viewport != viewport)
18670
0
            continue;
18671
18672
0
        ImRect thumb_r = thumb_window->Rect();
18673
0
        ImRect title_r = thumb_window->TitleBarRect();
18674
0
        thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off +  thumb_r.Max * scale));
18675
0
        title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
18676
0
        thumb_r.ClipWithFull(bb);
18677
0
        title_r.ClipWithFull(bb);
18678
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
18679
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
18680
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
18681
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
18682
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
18683
0
    }
18684
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
18685
0
}
18686
18687
static void RenderViewportsThumbnails()
18688
0
{
18689
0
    ImGuiContext& g = *GImGui;
18690
0
    ImGuiWindow* window = g.CurrentWindow;
18691
18692
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
18693
0
    float SCALE = 1.0f / 8.0f;
18694
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
18695
0
    for (int n = 0; n < g.Viewports.Size; n++)
18696
0
        bb_full.Add(g.Viewports[n]->GetMainRect());
18697
0
    ImVec2 p = window->DC.CursorPos;
18698
0
    ImVec2 off = p - bb_full.Min * SCALE;
18699
0
    for (int n = 0; n < g.Viewports.Size; n++)
18700
0
    {
18701
0
        ImGuiViewportP* viewport = g.Viewports[n];
18702
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
18703
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
18704
0
    }
18705
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
18706
0
}
18707
18708
static int IMGUI_CDECL ViewportComparerByFrontMostStampCount(const void* lhs, const void* rhs)
18709
0
{
18710
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
18711
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
18712
0
    return b->LastFrontMostStampCount - a->LastFrontMostStampCount;
18713
0
}
18714
18715
// Draw an arbitrary US keyboard layout to visualize translated keys
18716
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
18717
0
{
18718
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
18719
0
    const float  key_rounding = 3.0f;
18720
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
18721
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
18722
0
    const float  key_face_rounding = 2.0f;
18723
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
18724
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
18725
0
    const float  key_row_offset = 9.0f;
18726
18727
0
    ImVec2 board_min = GetCursorScreenPos();
18728
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
18729
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
18730
18731
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
18732
0
    const KeyLayoutData keys_to_display[] =
18733
0
    {
18734
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
18735
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
18736
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
18737
0
    };
18738
18739
    // Elements rendered manually via ImDrawList API are not clipped automatically.
18740
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
18741
0
    Dummy(board_max - board_min);
18742
0
    if (!IsItemVisible())
18743
0
        return;
18744
0
    draw_list->PushClipRect(board_min, board_max, true);
18745
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
18746
0
    {
18747
0
        const KeyLayoutData* key_data = &keys_to_display[n];
18748
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
18749
0
        ImVec2 key_max = key_min + key_size;
18750
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
18751
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
18752
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
18753
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
18754
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
18755
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
18756
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
18757
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
18758
0
        if (ImGui::IsKeyDown(key_data->Key))
18759
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
18760
0
    }
18761
0
    draw_list->PopClipRect();
18762
0
}
18763
18764
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
18765
void ImGui::DebugTextEncoding(const char* str)
18766
0
{
18767
0
    Text("Text: \"%s\"", str);
18768
0
    if (!BeginTable("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit))
18769
0
        return;
18770
0
    TableSetupColumn("Offset");
18771
0
    TableSetupColumn("UTF-8");
18772
0
    TableSetupColumn("Glyph");
18773
0
    TableSetupColumn("Codepoint");
18774
0
    TableHeadersRow();
18775
0
    for (const char* p = str; *p != 0; )
18776
0
    {
18777
0
        unsigned int c;
18778
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
18779
0
        TableNextColumn();
18780
0
        Text("%d", (int)(p - str));
18781
0
        TableNextColumn();
18782
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
18783
0
        {
18784
0
            if (byte_index > 0)
18785
0
                SameLine();
18786
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
18787
0
        }
18788
0
        TableNextColumn();
18789
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
18790
0
            TextUnformatted(p, p + c_utf8_len);
18791
0
        else
18792
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
18793
0
        TableNextColumn();
18794
0
        Text("U+%04X", (int)c);
18795
0
        p += c_utf8_len;
18796
0
    }
18797
0
    EndTable();
18798
0
}
18799
18800
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
18801
static void MetricsHelpMarker(const char* desc)
18802
0
{
18803
0
    ImGui::TextDisabled("(?)");
18804
0
    if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort) && ImGui::BeginTooltip())
18805
0
    {
18806
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
18807
0
        ImGui::TextUnformatted(desc);
18808
0
        ImGui::PopTextWrapPos();
18809
0
        ImGui::EndTooltip();
18810
0
    }
18811
0
}
18812
18813
// [DEBUG] List fonts in a font atlas and display its texture
18814
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
18815
0
{
18816
0
    for (int i = 0; i < atlas->Fonts.Size; i++)
18817
0
    {
18818
0
        ImFont* font = atlas->Fonts[i];
18819
0
        PushID(font);
18820
0
        DebugNodeFont(font);
18821
0
        PopID();
18822
0
    }
18823
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
18824
0
    {
18825
0
        ImGuiContext& g = *GImGui;
18826
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
18827
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
18828
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
18829
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
18830
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
18831
0
        TreePop();
18832
0
    }
18833
0
}
18834
18835
void ImGui::ShowMetricsWindow(bool* p_open)
18836
0
{
18837
0
    ImGuiContext& g = *GImGui;
18838
0
    ImGuiIO& io = g.IO;
18839
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
18840
0
    if (cfg->ShowDebugLog)
18841
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
18842
0
    if (cfg->ShowStackTool)
18843
0
        ShowStackToolWindow(&cfg->ShowStackTool);
18844
18845
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
18846
0
    {
18847
0
        End();
18848
0
        return;
18849
0
    }
18850
18851
    // Basic info
18852
0
    Text("Dear ImGui %s", GetVersion());
18853
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
18854
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
18855
0
    Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations);
18856
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
18857
18858
0
    Separator();
18859
18860
    // Debugging enums
18861
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
18862
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
18863
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
18864
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
18865
0
    if (cfg->ShowWindowsRectsType < 0)
18866
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
18867
0
    if (cfg->ShowTablesRectsType < 0)
18868
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
18869
18870
0
    struct Funcs
18871
0
    {
18872
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
18873
0
        {
18874
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
18875
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
18876
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
18877
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
18878
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
18879
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
18880
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
18881
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
18882
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
18883
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
18884
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate
18885
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }
18886
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
18887
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
18888
0
            IM_ASSERT(0);
18889
0
            return ImRect();
18890
0
        }
18891
18892
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
18893
0
        {
18894
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
18895
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
18896
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
18897
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
18898
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
18899
0
            else if (rect_type == WRT_Content)       { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
18900
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
18901
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
18902
0
            IM_ASSERT(0);
18903
0
            return ImRect();
18904
0
        }
18905
0
    };
18906
18907
    // Tools
18908
0
    if (TreeNode("Tools"))
18909
0
    {
18910
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
18911
0
        SameLine();
18912
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
18913
0
        if (show_encoding_viewer)
18914
0
        {
18915
0
            static char buf[100] = "";
18916
0
            SetNextItemWidth(-FLT_MIN);
18917
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
18918
0
            if (buf[0] != 0)
18919
0
                DebugTextEncoding(buf);
18920
0
            TreePop();
18921
0
        }
18922
18923
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
18924
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
18925
0
            DebugStartItemPicker();
18926
0
        SameLine();
18927
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
18928
18929
        // Stack Tool is your best friend!
18930
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
18931
0
        SameLine();
18932
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
18933
18934
        // Stack Tool is your best friend!
18935
0
        Checkbox("Show Stack Tool", &cfg->ShowStackTool);
18936
0
        SameLine();
18937
0
        MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code.");
18938
18939
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
18940
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
18941
0
        SameLine();
18942
0
        SetNextItemWidth(GetFontSize() * 12);
18943
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
18944
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
18945
0
        {
18946
0
            BulletText("'%s':", g.NavWindow->Name);
18947
0
            Indent();
18948
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
18949
0
            {
18950
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
18951
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
18952
0
            }
18953
0
            Unindent();
18954
0
        }
18955
18956
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
18957
0
        SameLine();
18958
0
        SetNextItemWidth(GetFontSize() * 12);
18959
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
18960
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
18961
0
        {
18962
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
18963
0
            {
18964
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
18965
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
18966
0
                    continue;
18967
18968
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
18969
0
                if (IsItemHovered())
18970
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
18971
0
                Indent();
18972
0
                char buf[128];
18973
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
18974
0
                {
18975
0
                    if (rect_n >= TRT_ColumnsRect)
18976
0
                    {
18977
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
18978
0
                            continue;
18979
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
18980
0
                        {
18981
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
18982
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
18983
0
                            Selectable(buf);
18984
0
                            if (IsItemHovered())
18985
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
18986
0
                        }
18987
0
                    }
18988
0
                    else
18989
0
                    {
18990
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
18991
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
18992
0
                        Selectable(buf);
18993
0
                        if (IsItemHovered())
18994
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
18995
0
                    }
18996
0
                }
18997
0
                Unindent();
18998
0
            }
18999
0
        }
19000
19001
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
19002
0
        SameLine();
19003
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
19004
19005
0
        TreePop();
19006
0
    }
19007
19008
    // Windows
19009
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
19010
0
    {
19011
        //SetNextItemOpen(true, ImGuiCond_Once);
19012
0
        DebugNodeWindowsList(&g.Windows, "By display order");
19013
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
19014
0
        if (TreeNode("By submission order (begin stack)"))
19015
0
        {
19016
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
19017
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
19018
0
            temp_buffer.resize(0);
19019
0
            for (int i = 0; i < g.Windows.Size; i++)
19020
0
                if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount)
19021
0
                    temp_buffer.push_back(g.Windows[i]);
19022
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
19023
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
19024
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
19025
0
            TreePop();
19026
0
        }
19027
19028
0
        TreePop();
19029
0
    }
19030
19031
    // DrawLists
19032
0
    int drawlist_count = 0;
19033
0
    for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
19034
0
        drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
19035
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
19036
0
    {
19037
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
19038
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
19039
0
        for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
19040
0
        {
19041
0
            ImGuiViewportP* viewport = g.Viewports[viewport_i];
19042
0
            bool viewport_has_drawlist = false;
19043
0
            for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
19044
0
                for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
19045
0
                {
19046
0
                    if (!viewport_has_drawlist)
19047
0
                        Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
19048
0
                    viewport_has_drawlist = true;
19049
0
                    DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
19050
0
                }
19051
0
        }
19052
0
        TreePop();
19053
0
    }
19054
19055
    // Viewports
19056
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
19057
0
    {
19058
0
        Indent(GetTreeNodeToLabelSpacing());
19059
0
        RenderViewportsThumbnails();
19060
0
        Unindent(GetTreeNodeToLabelSpacing());
19061
19062
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
19063
0
        SameLine();
19064
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
19065
0
        if (open)
19066
0
        {
19067
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
19068
0
            {
19069
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
19070
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
19071
0
                    i, mon.DpiScale * 100.0f,
19072
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
19073
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
19074
0
            }
19075
0
            TreePop();
19076
0
        }
19077
19078
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19079
0
        if (TreeNode("Inferred Z order (front-to-back)"))
19080
0
        {
19081
0
            static ImVector<ImGuiViewportP*> viewports;
19082
0
            viewports.resize(g.Viewports.Size);
19083
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
19084
0
            if (viewports.Size > 1)
19085
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByFrontMostStampCount);
19086
0
            for (int i = 0; i < viewports.Size; i++)
19087
0
                BulletText("Viewport #%d, ID: 0x%08X, FrontMostStampCount = %08d, Window: \"%s\"", viewports[i]->Idx, viewports[i]->ID, viewports[i]->LastFrontMostStampCount, viewports[i]->Window ? viewports[i]->Window->Name : "N/A");
19088
0
            TreePop();
19089
0
        }
19090
19091
0
        for (int i = 0; i < g.Viewports.Size; i++)
19092
0
            DebugNodeViewport(g.Viewports[i]);
19093
0
        TreePop();
19094
0
    }
19095
19096
    // Details for Popups
19097
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
19098
0
    {
19099
0
        for (int i = 0; i < g.OpenPopupStack.Size; i++)
19100
0
        {
19101
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
19102
0
            const ImGuiPopupData* popup_data = &g.OpenPopupStack[i];
19103
0
            ImGuiWindow* window = popup_data->Window;
19104
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
19105
0
                popup_data->PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
19106
0
                popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
19107
0
        }
19108
0
        TreePop();
19109
0
    }
19110
19111
    // Details for TabBars
19112
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
19113
0
    {
19114
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
19115
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
19116
0
            {
19117
0
                PushID(tab_bar);
19118
0
                DebugNodeTabBar(tab_bar, "TabBar");
19119
0
                PopID();
19120
0
            }
19121
0
        TreePop();
19122
0
    }
19123
19124
    // Details for Tables
19125
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
19126
0
    {
19127
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
19128
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
19129
0
                DebugNodeTable(table);
19130
0
        TreePop();
19131
0
    }
19132
19133
    // Details for Fonts
19134
0
    ImFontAtlas* atlas = g.IO.Fonts;
19135
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
19136
0
    {
19137
0
        ShowFontAtlas(atlas);
19138
0
        TreePop();
19139
0
    }
19140
19141
    // Details for InputText
19142
0
    if (TreeNode("InputText"))
19143
0
    {
19144
0
        DebugNodeInputTextState(&g.InputTextState);
19145
0
        TreePop();
19146
0
    }
19147
19148
    // Details for Docking
19149
0
#ifdef IMGUI_HAS_DOCK
19150
0
    if (TreeNode("Docking"))
19151
0
    {
19152
0
        static bool root_nodes_only = true;
19153
0
        ImGuiDockContext* dc = &g.DockContext;
19154
0
        Checkbox("List root nodes", &root_nodes_only);
19155
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
19156
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
19157
0
        SameLine();
19158
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
19159
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
19160
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19161
0
                if (!root_nodes_only || node->IsRootNode())
19162
0
                    DebugNodeDockNode(node, "Node");
19163
0
        TreePop();
19164
0
    }
19165
0
#endif // #ifdef IMGUI_HAS_DOCK
19166
19167
    // Settings
19168
0
    if (TreeNode("Settings"))
19169
0
    {
19170
0
        if (SmallButton("Clear"))
19171
0
            ClearIniSettings();
19172
0
        SameLine();
19173
0
        if (SmallButton("Save to memory"))
19174
0
            SaveIniSettingsToMemory();
19175
0
        SameLine();
19176
0
        if (SmallButton("Save to disk"))
19177
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19178
0
        SameLine();
19179
0
        if (g.IO.IniFilename)
19180
0
            Text("\"%s\"", g.IO.IniFilename);
19181
0
        else
19182
0
            TextUnformatted("<NULL>");
19183
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19184
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19185
0
        {
19186
0
            for (int n = 0; n < g.SettingsHandlers.Size; n++)
19187
0
                BulletText("%s", g.SettingsHandlers[n].TypeName);
19188
0
            TreePop();
19189
0
        }
19190
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19191
0
        {
19192
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19193
0
                DebugNodeWindowSettings(settings);
19194
0
            TreePop();
19195
0
        }
19196
19197
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19198
0
        {
19199
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19200
0
                DebugNodeTableSettings(settings);
19201
0
            TreePop();
19202
0
        }
19203
19204
0
#ifdef IMGUI_HAS_DOCK
19205
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19206
0
        {
19207
0
            ImGuiDockContext* dc = &g.DockContext;
19208
0
            Text("In SettingsWindows:");
19209
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19210
0
                if (settings->DockId != 0)
19211
0
                    BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId);
19212
0
            Text("In SettingsNodes:");
19213
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19214
0
            {
19215
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19216
0
                const char* selected_tab_name = NULL;
19217
0
                if (settings->SelectedTabId)
19218
0
                {
19219
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19220
0
                        selected_tab_name = window->Name;
19221
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
19222
0
                        selected_tab_name = window_settings->GetName();
19223
0
                }
19224
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19225
0
            }
19226
0
            TreePop();
19227
0
        }
19228
0
#endif // #ifdef IMGUI_HAS_DOCK
19229
19230
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19231
0
        {
19232
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19233
0
            TreePop();
19234
0
        }
19235
0
        TreePop();
19236
0
    }
19237
19238
0
    if (TreeNode("Inputs"))
19239
0
    {
19240
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19241
0
        {
19242
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19243
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
19244
0
            Indent();
19245
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19246
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19247
#else
19248
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19249
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19250
#endif
19251
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19252
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19253
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19254
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19255
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19256
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19257
0
            Unindent();
19258
0
        }
19259
19260
0
        Text("MOUSE STATE");
19261
0
        {
19262
0
            Indent();
19263
0
            if (IsMousePosValid())
19264
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
19265
0
            else
19266
0
                Text("Mouse pos: <INVALID>");
19267
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
19268
0
            int count = IM_ARRAYSIZE(io.MouseDown);
19269
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
19270
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
19271
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
19272
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
19273
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
19274
0
            Unindent();
19275
0
        }
19276
19277
0
        Text("MOUSE WHEELING");
19278
0
        {
19279
0
            Indent();
19280
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
19281
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
19282
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
19283
0
            Unindent();
19284
0
        }
19285
19286
0
        Text("KEY OWNERS");
19287
0
        {
19288
0
            Indent();
19289
0
            if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19290
0
            {
19291
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19292
0
                {
19293
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(key);
19294
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
19295
0
                        continue;
19296
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
19297
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
19298
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
19299
0
                }
19300
0
                EndListBox();
19301
0
            }
19302
0
            Unindent();
19303
0
        }
19304
0
        Text("SHORTCUT ROUTING");
19305
0
        {
19306
0
            Indent();
19307
0
            if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19308
0
            {
19309
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19310
0
                {
19311
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
19312
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
19313
0
                    {
19314
0
                        char key_chord_name[64];
19315
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
19316
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
19317
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
19318
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
19319
0
                        idx = routing_data->NextEntryIndex;
19320
0
                    }
19321
0
                }
19322
0
                EndListBox();
19323
0
            }
19324
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19325
0
            Unindent();
19326
0
        }
19327
0
        TreePop();
19328
0
    }
19329
19330
0
    if (TreeNode("Internal state"))
19331
0
    {
19332
0
        Text("WINDOWING");
19333
0
        Indent();
19334
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
19335
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
19336
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
19337
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
19338
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
19339
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19340
0
        Unindent();
19341
19342
0
        Text("ITEMS");
19343
0
        Indent();
19344
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
19345
0
        DebugLocateItemOnHover(g.ActiveId);
19346
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
19347
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19348
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
19349
0
        Text("HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer);
19350
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
19351
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
19352
0
        Unindent();
19353
19354
0
        Text("NAV,FOCUS");
19355
0
        Indent();
19356
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
19357
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
19358
0
        DebugLocateItemOnHover(g.NavId);
19359
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
19360
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
19361
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
19362
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
19363
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
19364
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
19365
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
19366
0
        Unindent();
19367
19368
0
        TreePop();
19369
0
    }
19370
19371
    // Overlay: Display windows Rectangles and Begin Order
19372
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
19373
0
    {
19374
0
        for (int n = 0; n < g.Windows.Size; n++)
19375
0
        {
19376
0
            ImGuiWindow* window = g.Windows[n];
19377
0
            if (!window->WasActive)
19378
0
                continue;
19379
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
19380
0
            if (cfg->ShowWindowsRects)
19381
0
            {
19382
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
19383
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19384
0
            }
19385
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
19386
0
            {
19387
0
                char buf[32];
19388
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
19389
0
                float font_size = GetFontSize();
19390
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
19391
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
19392
0
            }
19393
0
        }
19394
0
    }
19395
19396
    // Overlay: Display Tables Rectangles
19397
0
    if (cfg->ShowTablesRects)
19398
0
    {
19399
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19400
0
        {
19401
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19402
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
19403
0
                continue;
19404
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
19405
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
19406
0
            {
19407
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19408
0
                {
19409
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
19410
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
19411
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
19412
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
19413
0
                }
19414
0
            }
19415
0
            else
19416
0
            {
19417
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
19418
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19419
0
            }
19420
0
        }
19421
0
    }
19422
19423
0
#ifdef IMGUI_HAS_DOCK
19424
    // Overlay: Display Docking info
19425
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
19426
0
    {
19427
0
        char buf[64] = "";
19428
0
        char* p = buf;
19429
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
19430
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
19431
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
19432
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
19433
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
19434
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
19435
0
        int depth = DockNodeGetDepth(node);
19436
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
19437
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
19438
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
19439
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
19440
0
    }
19441
0
#endif // #ifdef IMGUI_HAS_DOCK
19442
19443
0
    End();
19444
0
}
19445
19446
// [DEBUG] Display contents of Columns
19447
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
19448
0
{
19449
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
19450
0
        return;
19451
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
19452
0
    for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
19453
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
19454
0
    TreePop();
19455
0
}
19456
19457
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
19458
0
{
19459
0
    using namespace ImGui;
19460
0
    PushID(label);
19461
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
19462
0
    Text("%s:", label);
19463
0
    if (!enabled)
19464
0
        BeginDisabled();
19465
0
    CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit);
19466
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
19467
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
19468
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
19469
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
19470
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
19471
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
19472
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
19473
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking);
19474
0
    CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe);
19475
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
19476
0
    CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
19477
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
19478
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
19479
0
    if (!enabled)
19480
0
        EndDisabled();
19481
0
    PopStyleVar();
19482
0
    PopID();
19483
0
}
19484
19485
// [DEBUG] Display contents of ImDockNode
19486
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
19487
0
{
19488
0
    ImGuiContext& g = *GImGui;
19489
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
19490
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
19491
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19492
0
    bool open;
19493
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
19494
0
    if (node->Windows.Size > 0)
19495
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19496
0
    else
19497
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19498
0
    if (!is_alive) { PopStyleColor(); }
19499
0
    if (is_active && IsItemHovered())
19500
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
19501
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
19502
0
    if (open)
19503
0
    {
19504
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
19505
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
19506
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
19507
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
19508
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
19509
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
19510
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
19511
0
        BulletText("Misc:%s%s%s%s%s%s%s",
19512
0
            node->IsDockSpace() ? " IsDockSpace" : "",
19513
0
            node->IsCentralNode() ? " IsCentralNode" : "",
19514
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
19515
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
19516
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
19517
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
19518
0
        {
19519
0
            if (BeginTable("flags", 4))
19520
0
            {
19521
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
19522
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
19523
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
19524
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
19525
0
                EndTable();
19526
0
            }
19527
0
            TreePop();
19528
0
        }
19529
0
        if (node->ParentNode)
19530
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
19531
0
        if (node->ChildNodes[0])
19532
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
19533
0
        if (node->ChildNodes[1])
19534
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
19535
0
        if (node->TabBar)
19536
0
            DebugNodeTabBar(node->TabBar, "TabBar");
19537
0
        DebugNodeWindowsList(&node->Windows, "Windows");
19538
19539
0
        TreePop();
19540
0
    }
19541
0
}
19542
19543
// [DEBUG] Display contents of ImDrawList
19544
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
19545
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
19546
0
{
19547
0
    ImGuiContext& g = *GImGui;
19548
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19549
0
    int cmd_count = draw_list->CmdBuffer.Size;
19550
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
19551
0
        cmd_count--;
19552
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
19553
0
    if (draw_list == GetWindowDrawList())
19554
0
    {
19555
0
        SameLine();
19556
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
19557
0
        if (node_open)
19558
0
            TreePop();
19559
0
        return;
19560
0
    }
19561
19562
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
19563
0
    if (window && IsItemHovered() && fg_draw_list)
19564
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19565
0
    if (!node_open)
19566
0
        return;
19567
19568
0
    if (window && !window->WasActive)
19569
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
19570
19571
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
19572
0
    {
19573
0
        if (pcmd->UserCallback)
19574
0
        {
19575
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
19576
0
            continue;
19577
0
        }
19578
19579
0
        char buf[300];
19580
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
19581
0
            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
19582
0
            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
19583
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
19584
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
19585
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
19586
0
        if (!pcmd_node_open)
19587
0
            continue;
19588
19589
        // Calculate approximate coverage area (touched pixel count)
19590
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
19591
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
19592
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
19593
0
        float total_area = 0.0f;
19594
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
19595
0
        {
19596
0
            ImVec2 triangle[3];
19597
0
            for (int n = 0; n < 3; n++, idx_n++)
19598
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
19599
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
19600
0
        }
19601
19602
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
19603
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
19604
0
        Selectable(buf);
19605
0
        if (IsItemHovered() && fg_draw_list)
19606
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
19607
19608
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
19609
0
        ImGuiListClipper clipper;
19610
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
19611
0
        while (clipper.Step())
19612
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
19613
0
            {
19614
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
19615
0
                ImVec2 triangle[3];
19616
0
                for (int n = 0; n < 3; n++, idx_i++)
19617
0
                {
19618
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
19619
0
                    triangle[n] = v.pos;
19620
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
19621
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
19622
0
                }
19623
19624
0
                Selectable(buf, false);
19625
0
                if (fg_draw_list && IsItemHovered())
19626
0
                {
19627
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
19628
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
19629
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
19630
0
                    fg_draw_list->Flags = backup_flags;
19631
0
                }
19632
0
            }
19633
0
        TreePop();
19634
0
    }
19635
0
    TreePop();
19636
0
}
19637
19638
// [DEBUG] Display mesh/aabb of a ImDrawCmd
19639
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
19640
0
{
19641
0
    IM_ASSERT(show_mesh || show_aabb);
19642
19643
    // Draw wire-frame version of all triangles
19644
0
    ImRect clip_rect = draw_cmd->ClipRect;
19645
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19646
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
19647
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
19648
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
19649
0
    {
19650
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
19651
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
19652
19653
0
        ImVec2 triangle[3];
19654
0
        for (int n = 0; n < 3; n++, idx_n++)
19655
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
19656
0
        if (show_mesh)
19657
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
19658
0
    }
19659
    // Draw bounding boxes
19660
0
    if (show_aabb)
19661
0
    {
19662
0
        out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
19663
0
        out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
19664
0
    }
19665
0
    out_draw_list->Flags = backup_flags;
19666
0
}
19667
19668
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
19669
void ImGui::DebugNodeFont(ImFont* font)
19670
0
{
19671
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
19672
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
19673
0
    SameLine();
19674
0
    if (SmallButton("Set as default"))
19675
0
        GetIO().FontDefault = font;
19676
0
    if (!opened)
19677
0
        return;
19678
19679
    // Display preview text
19680
0
    PushFont(font);
19681
0
    Text("The quick brown fox jumps over the lazy dog");
19682
0
    PopFont();
19683
19684
    // Display details
19685
0
    SetNextItemWidth(GetFontSize() * 8);
19686
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
19687
0
    SameLine(); MetricsHelpMarker(
19688
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
19689
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
19690
0
        "You may oversample them to get some flexibility with scaling. "
19691
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
19692
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
19693
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
19694
0
    char c_str[5];
19695
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
19696
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
19697
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
19698
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
19699
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
19700
0
        if (font->ConfigData)
19701
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
19702
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
19703
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
19704
19705
    // Display all glyphs of the fonts in separate pages of 256 characters
19706
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
19707
0
    {
19708
0
        ImDrawList* draw_list = GetWindowDrawList();
19709
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
19710
0
        const float cell_size = font->FontSize * 1;
19711
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
19712
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
19713
0
        {
19714
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
19715
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
19716
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
19717
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
19718
0
            {
19719
0
                base += 4096 - 256;
19720
0
                continue;
19721
0
            }
19722
19723
0
            int count = 0;
19724
0
            for (unsigned int n = 0; n < 256; n++)
19725
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
19726
0
                    count++;
19727
0
            if (count <= 0)
19728
0
                continue;
19729
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
19730
0
                continue;
19731
19732
            // Draw a 16x16 grid of glyphs
19733
0
            ImVec2 base_pos = GetCursorScreenPos();
19734
0
            for (unsigned int n = 0; n < 256; n++)
19735
0
            {
19736
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
19737
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
19738
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
19739
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
19740
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
19741
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
19742
0
                if (!glyph)
19743
0
                    continue;
19744
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
19745
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
19746
0
                {
19747
0
                    DebugNodeFontGlyph(font, glyph);
19748
0
                    EndTooltip();
19749
0
                }
19750
0
            }
19751
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
19752
0
            TreePop();
19753
0
        }
19754
0
        TreePop();
19755
0
    }
19756
0
    TreePop();
19757
0
}
19758
19759
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
19760
0
{
19761
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
19762
0
    Separator();
19763
0
    Text("Visible: %d", glyph->Visible);
19764
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
19765
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
19766
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
19767
0
}
19768
19769
// [DEBUG] Display contents of ImGuiStorage
19770
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
19771
0
{
19772
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
19773
0
        return;
19774
0
    for (int n = 0; n < storage->Data.Size; n++)
19775
0
    {
19776
0
        const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];
19777
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
19778
0
    }
19779
0
    TreePop();
19780
0
}
19781
19782
// [DEBUG] Display contents of ImGuiTabBar
19783
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
19784
0
{
19785
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
19786
0
    char buf[256];
19787
0
    char* p = buf;
19788
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
19789
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
19790
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
19791
0
    p += ImFormatString(p, buf_end - p, "  { ");
19792
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
19793
0
    {
19794
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
19795
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
19796
0
    }
19797
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
19798
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19799
0
    bool open = TreeNode(label, "%s", buf);
19800
0
    if (!is_active) { PopStyleColor(); }
19801
0
    if (is_active && IsItemHovered())
19802
0
    {
19803
0
        ImDrawList* draw_list = GetForegroundDrawList();
19804
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
19805
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
19806
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
19807
0
    }
19808
0
    if (open)
19809
0
    {
19810
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
19811
0
        {
19812
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
19813
0
            PushID(tab);
19814
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
19815
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
19816
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
19817
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
19818
0
            PopID();
19819
0
        }
19820
0
        TreePop();
19821
0
    }
19822
0
}
19823
19824
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
19825
0
{
19826
0
    SetNextItemOpen(true, ImGuiCond_Once);
19827
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
19828
0
    {
19829
0
        ImGuiWindowFlags flags = viewport->Flags;
19830
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
19831
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
19832
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
19833
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
19834
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
19835
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
19836
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
19837
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
19838
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
19839
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
19840
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
19841
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
19842
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
19843
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
19844
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
19845
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
19846
0
            (flags & ImGuiViewportFlags_Minimized) ? " Minimized" : "",
19847
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
19848
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
19849
0
        for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
19850
0
            for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
19851
0
                DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
19852
0
        TreePop();
19853
0
    }
19854
0
}
19855
19856
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
19857
0
{
19858
0
    if (window == NULL)
19859
0
    {
19860
0
        BulletText("%s: NULL", label);
19861
0
        return;
19862
0
    }
19863
19864
0
    ImGuiContext& g = *GImGui;
19865
0
    const bool is_active = window->WasActive;
19866
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
19867
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19868
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
19869
0
    if (!is_active) { PopStyleColor(); }
19870
0
    if (IsItemHovered() && is_active)
19871
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19872
0
    if (!open)
19873
0
        return;
19874
19875
0
    if (window->MemoryCompacted)
19876
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
19877
19878
0
    ImGuiWindowFlags flags = window->Flags;
19879
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
19880
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
19881
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
19882
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
19883
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
19884
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
19885
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
19886
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
19887
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
19888
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
19889
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
19890
0
    {
19891
0
        ImRect r = window->NavRectRel[layer];
19892
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
19893
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
19894
0
        else
19895
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
19896
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
19897
0
    }
19898
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
19899
19900
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
19901
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
19902
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
19903
0
    if (window->DockNode || window->DockNodeAsHost)
19904
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
19905
19906
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
19907
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
19908
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
19909
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
19910
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
19911
0
    {
19912
0
        for (int n = 0; n < window->ColumnsStorage.Size; n++)
19913
0
            DebugNodeColumns(&window->ColumnsStorage[n]);
19914
0
        TreePop();
19915
0
    }
19916
0
    DebugNodeStorage(&window->StateStorage, "Storage");
19917
0
    TreePop();
19918
0
}
19919
19920
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
19921
0
{
19922
0
    if (settings->WantDelete)
19923
0
        BeginDisabled();
19924
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
19925
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
19926
0
    if (settings->WantDelete)
19927
0
        EndDisabled();
19928
0
}
19929
19930
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
19931
0
{
19932
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
19933
0
        return;
19934
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
19935
0
    {
19936
0
        PushID((*windows)[i]);
19937
0
        DebugNodeWindow((*windows)[i], "Window");
19938
0
        PopID();
19939
0
    }
19940
0
    TreePop();
19941
0
}
19942
19943
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
19944
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
19945
0
{
19946
0
    for (int i = 0; i < windows_size; i++)
19947
0
    {
19948
0
        ImGuiWindow* window = windows[i];
19949
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
19950
0
            continue;
19951
0
        char buf[20];
19952
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
19953
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
19954
0
        DebugNodeWindow(window, buf);
19955
0
        Indent();
19956
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
19957
0
        Unindent();
19958
0
    }
19959
0
}
19960
19961
//-----------------------------------------------------------------------------
19962
// [SECTION] DEBUG LOG WINDOW
19963
//-----------------------------------------------------------------------------
19964
19965
void ImGui::DebugLog(const char* fmt, ...)
19966
0
{
19967
0
    va_list args;
19968
0
    va_start(args, fmt);
19969
0
    DebugLogV(fmt, args);
19970
0
    va_end(args);
19971
0
}
19972
19973
void ImGui::DebugLogV(const char* fmt, va_list args)
19974
0
{
19975
0
    ImGuiContext& g = *GImGui;
19976
0
    const int old_size = g.DebugLogBuf.size();
19977
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
19978
0
    g.DebugLogBuf.appendfv(fmt, args);
19979
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
19980
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
19981
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
19982
0
}
19983
19984
void ImGui::ShowDebugLogWindow(bool* p_open)
19985
0
{
19986
0
    ImGuiContext& g = *GImGui;
19987
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
19988
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
19989
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
19990
0
    {
19991
0
        End();
19992
0
        return;
19993
0
    }
19994
19995
0
    AlignTextToFramePadding();
19996
0
    Text("Log events:");
19997
0
    SameLine(); CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
19998
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
19999
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
20000
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
20001
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
20002
0
    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");
20003
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
20004
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
20005
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
20006
20007
0
    if (SmallButton("Clear"))
20008
0
    {
20009
0
        g.DebugLogBuf.clear();
20010
0
        g.DebugLogIndex.clear();
20011
0
    }
20012
0
    SameLine();
20013
0
    if (SmallButton("Copy"))
20014
0
        SetClipboardText(g.DebugLogBuf.c_str());
20015
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
20016
20017
0
    ImGuiListClipper clipper;
20018
0
    clipper.Begin(g.DebugLogIndex.size());
20019
0
    while (clipper.Step())
20020
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
20021
0
        {
20022
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
20023
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
20024
0
            TextUnformatted(line_begin, line_end);
20025
0
            ImRect text_rect = g.LastItemData.Rect;
20026
0
            if (IsItemHovered())
20027
0
                for (const char* p = line_begin; p < line_end - 10; p++)
20028
0
                {
20029
0
                    ImGuiID id = 0;
20030
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
20031
0
                        continue;
20032
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
20033
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
20034
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
20035
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
20036
0
                        DebugLocateItemOnHover(id);
20037
0
                    p += 10;
20038
0
                }
20039
0
        }
20040
0
    if (GetScrollY() >= GetScrollMaxY())
20041
0
        SetScrollHereY(1.0f);
20042
0
    EndChild();
20043
20044
0
    End();
20045
0
}
20046
20047
//-----------------------------------------------------------------------------
20048
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
20049
//-----------------------------------------------------------------------------
20050
20051
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
20052
20053
void ImGui::DebugLocateItem(ImGuiID target_id)
20054
0
{
20055
0
    ImGuiContext& g = *GImGui;
20056
0
    g.DebugLocateId = target_id;
20057
0
    g.DebugLocateFrames = 2;
20058
0
}
20059
20060
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
20061
0
{
20062
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
20063
0
        return;
20064
0
    ImGuiContext& g = *GImGui;
20065
0
    DebugLocateItem(target_id);
20066
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
20067
0
}
20068
20069
void ImGui::DebugLocateItemResolveWithLastItem()
20070
0
{
20071
0
    ImGuiContext& g = *GImGui;
20072
0
    ImGuiLastItemData item_data = g.LastItemData;
20073
0
    g.DebugLocateId = 0;
20074
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
20075
0
    ImRect r = item_data.Rect;
20076
0
    r.Expand(3.0f);
20077
0
    ImVec2 p1 = g.IO.MousePos;
20078
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
20079
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
20080
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
20081
0
}
20082
20083
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
20084
void ImGui::UpdateDebugToolItemPicker()
20085
7.58k
{
20086
7.58k
    ImGuiContext& g = *GImGui;
20087
7.58k
    g.DebugItemPickerBreakId = 0;
20088
7.58k
    if (!g.DebugItemPickerActive)
20089
7.58k
        return;
20090
20091
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20092
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
20093
0
    if (IsKeyPressed(ImGuiKey_Escape))
20094
0
        g.DebugItemPickerActive = false;
20095
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
20096
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
20097
0
    {
20098
0
        g.DebugItemPickerBreakId = hovered_id;
20099
0
        g.DebugItemPickerActive = false;
20100
0
    }
20101
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
20102
0
        if (change_mapping && IsMouseClicked(mouse_button))
20103
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
20104
0
    SetNextWindowBgAlpha(0.70f);
20105
0
    if (!BeginTooltip())
20106
0
        return;
20107
0
    Text("HoveredId: 0x%08X", hovered_id);
20108
0
    Text("Press ESC to abort picking.");
20109
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
20110
0
    if (change_mapping)
20111
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
20112
0
    else
20113
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
20114
0
    EndTooltip();
20115
0
}
20116
20117
// [DEBUG] Stack Tool: update queries. Called by NewFrame()
20118
void ImGui::UpdateDebugToolStackQueries()
20119
7.58k
{
20120
7.58k
    ImGuiContext& g = *GImGui;
20121
7.58k
    ImGuiStackTool* tool = &g.DebugStackTool;
20122
20123
    // Clear hook when stack tool is not visible
20124
7.58k
    g.DebugHookIdInfo = 0;
20125
7.58k
    if (g.FrameCount != tool->LastActiveFrame + 1)
20126
7.58k
        return;
20127
20128
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
20129
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
20130
1
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
20131
1
    if (tool->QueryId != query_id)
20132
0
    {
20133
0
        tool->QueryId = query_id;
20134
0
        tool->StackLevel = -1;
20135
0
        tool->Results.resize(0);
20136
0
    }
20137
1
    if (query_id == 0)
20138
1
        return;
20139
20140
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
20141
0
    int stack_level = tool->StackLevel;
20142
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20143
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
20144
0
            tool->StackLevel++;
20145
20146
    // Update hook
20147
0
    stack_level = tool->StackLevel;
20148
0
    if (stack_level == -1)
20149
0
        g.DebugHookIdInfo = query_id;
20150
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20151
0
    {
20152
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
20153
0
        tool->Results[stack_level].QueryFrameCount++;
20154
0
    }
20155
0
}
20156
20157
// [DEBUG] Stack tool: hooks called by GetID() family functions
20158
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
20159
0
{
20160
0
    ImGuiContext& g = *GImGui;
20161
0
    ImGuiWindow* window = g.CurrentWindow;
20162
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20163
20164
    // Step 0: stack query
20165
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
20166
0
    if (tool->StackLevel == -1)
20167
0
    {
20168
0
        tool->StackLevel++;
20169
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20170
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20171
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20172
0
        return;
20173
0
    }
20174
20175
    // Step 1+: query for individual level
20176
0
    IM_ASSERT(tool->StackLevel >= 0);
20177
0
    if (tool->StackLevel != window->IDStack.Size)
20178
0
        return;
20179
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20180
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20181
20182
0
    switch (data_type)
20183
0
    {
20184
0
    case ImGuiDataType_S32:
20185
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20186
0
        break;
20187
0
    case ImGuiDataType_String:
20188
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20189
0
        break;
20190
0
    case ImGuiDataType_Pointer:
20191
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20192
0
        break;
20193
0
    case ImGuiDataType_ID:
20194
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20195
0
            return;
20196
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20197
0
        break;
20198
0
    default:
20199
0
        IM_ASSERT(0);
20200
0
    }
20201
0
    info->QuerySuccess = true;
20202
0
    info->DataType = data_type;
20203
0
}
20204
20205
static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20206
0
{
20207
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20208
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20209
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20210
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20211
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20212
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20213
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20214
0
        return (*buf = 0);
20215
#ifdef IMGUI_ENABLE_TEST_ENGINE
20216
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20217
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20218
#endif
20219
0
    return ImFormatString(buf, buf_size, "???");
20220
0
}
20221
20222
// Stack Tool: Display UI
20223
void ImGui::ShowStackToolWindow(bool* p_open)
20224
0
{
20225
0
    ImGuiContext& g = *GImGui;
20226
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20227
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20228
0
    if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20229
0
    {
20230
0
        End();
20231
0
        return;
20232
0
    }
20233
20234
    // Display hovered/active status
20235
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20236
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20237
0
    const ImGuiID active_id = g.ActiveId;
20238
#ifdef IMGUI_ENABLE_TEST_ENGINE
20239
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
20240
#else
20241
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
20242
0
#endif
20243
0
    SameLine();
20244
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
20245
20246
    // CTRL+C to copy path
20247
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
20248
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
20249
0
    SameLine();
20250
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
20251
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
20252
0
    {
20253
0
        tool->CopyToClipboardLastTime = (float)g.Time;
20254
0
        char* p = g.TempBuffer.Data;
20255
0
        char* p_end = p + g.TempBuffer.Size;
20256
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
20257
0
        {
20258
0
            *p++ = '/';
20259
0
            char level_desc[256];
20260
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
20261
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
20262
0
            {
20263
0
                if (level_desc[n] == '/')
20264
0
                    *p++ = '\\';
20265
0
                *p++ = level_desc[n];
20266
0
            }
20267
0
        }
20268
0
        *p = '\0';
20269
0
        SetClipboardText(g.TempBuffer.Data);
20270
0
    }
20271
20272
    // Display decorated stack
20273
0
    tool->LastActiveFrame = g.FrameCount;
20274
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
20275
0
    {
20276
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
20277
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
20278
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
20279
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
20280
0
        TableHeadersRow();
20281
0
        for (int n = 0; n < tool->Results.Size; n++)
20282
0
        {
20283
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
20284
0
            TableNextColumn();
20285
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
20286
0
            TableNextColumn();
20287
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
20288
0
            TextUnformatted(g.TempBuffer.Data);
20289
0
            TableNextColumn();
20290
0
            Text("0x%08X", info->ID);
20291
0
            if (n == tool->Results.Size - 1)
20292
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
20293
0
        }
20294
0
        EndTable();
20295
0
    }
20296
0
    End();
20297
0
}
20298
20299
#else
20300
20301
void ImGui::ShowMetricsWindow(bool*) {}
20302
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
20303
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
20304
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
20305
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
20306
void ImGui::DebugNodeFont(ImFont*) {}
20307
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
20308
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
20309
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
20310
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
20311
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
20312
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
20313
20314
void ImGui::DebugLog(const char*, ...) {}
20315
void ImGui::DebugLogV(const char*, va_list) {}
20316
void ImGui::ShowDebugLogWindow(bool*) {}
20317
void ImGui::ShowStackToolWindow(bool*) {}
20318
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
20319
void ImGui::UpdateDebugToolItemPicker() {}
20320
void ImGui::UpdateDebugToolStackQueries() {}
20321
20322
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
20323
20324
//-----------------------------------------------------------------------------
20325
20326
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
20327
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
20328
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
20329
#include "imgui_user.inl"
20330
#endif
20331
20332
//-----------------------------------------------------------------------------
20333
20334
#endif // #ifndef IMGUI_DISABLE